Age of Empires II Wiki
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https://age-of-empires-ii.fandom.com/wiki/Age_of_Empires_II_Wiki
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Main Page
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FANDOM
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FANDOM moved page [[Main Page]] to [[Age of Empires II Wiki]]: SEO
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#REDIRECT [[Age of Empires II Wiki]]
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Age of Empires II Wiki
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FANDOM
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text/x-wiki
A wiki to the second installment in the Age of Empires series.
<mainpage-leftcolumn-start />
<div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}!'''</div>
We're a collaborative community website about {{topic}} that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
==Important articles==
<gallery position="center" captionalign="center" navigation="true">
File:Placeholder | [[A page about your topic]] |link=A page about your topic
File:Placeholder | [[A Main Character]] |link=A Main Character
File:Placeholder | [[The First Episode]] |link=The First Episode
File:Placeholder | [[An Important Location]] |link=An Important Location
File:Placeholder | [[A Key Event]] |link=A Key Event
File:Placeholder | [[A Crucial Item]] |link=A Crucial Item
</gallery>
<!-- The gallery above works well for individual articles, but it would also be good to have another below it that points to important Category: pages. -->
<mainpage-endcolumn />
<mainpage-rightcolumn-start />
''Need help building out this community?''
*[[Project:Wiki rules|Rules of this wiki]]
*[[w:c:community:Help:Getting Started|Getting Started]]
*[[w:c:community:Help:Contributing|How to Contribute]]
*[[w:c:community:Help:Community Management|Managing your new community]]
*[[w:c:community:Help:Contents|Guides]]
*[[w:c:community:Help:Index|All Help articles]]
You can also be part of the larger Fandom family of communities. Visit [[w:c:community|Fandom's Community Central]]!
''Community Founders'': Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit [[Special:AdminDashboard|the admin dashboard for more tips]].
<mainpage-endcolumn />
[[Category:{{SITENAME}}]]
1itey3mrcr88evo75yuyhqguf1u22im
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2020-12-07T04:33:52Z
FANDOM
32769624
FANDOM moved page [[Main Page]] to [[Age of Empires II Wiki]]: SEO
1
wikitext
text/x-wiki
A wiki to the second installment in the Age of Empires series.
<mainpage-leftcolumn-start />
<div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}!'''</div>
We're a collaborative community website about {{topic}} that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
==Important articles==
<gallery position="center" captionalign="center" navigation="true">
File:Placeholder | [[A page about your topic]] |link=A page about your topic
File:Placeholder | [[A Main Character]] |link=A Main Character
File:Placeholder | [[The First Episode]] |link=The First Episode
File:Placeholder | [[An Important Location]] |link=An Important Location
File:Placeholder | [[A Key Event]] |link=A Key Event
File:Placeholder | [[A Crucial Item]] |link=A Crucial Item
</gallery>
<!-- The gallery above works well for individual articles, but it would also be good to have another below it that points to important Category: pages. -->
<mainpage-endcolumn />
<mainpage-rightcolumn-start />
''Need help building out this community?''
*[[Project:Wiki rules|Rules of this wiki]]
*[[w:c:community:Help:Getting Started|Getting Started]]
*[[w:c:community:Help:Contributing|How to Contribute]]
*[[w:c:community:Help:Community Management|Managing your new community]]
*[[w:c:community:Help:Contents|Guides]]
*[[w:c:community:Help:Index|All Help articles]]
You can also be part of the larger Fandom family of communities. Visit [[w:c:community|Fandom's Community Central]]!
''Community Founders'': Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit [[Special:AdminDashboard|the admin dashboard for more tips]].
<mainpage-endcolumn />
[[Category:{{SITENAME}}]]
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A wiki to the second installment in the Age of Empires series.
<mainpage-leftcolumn-start />
<div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}!'''</div>
We're a collaborative community website about {{topic}} that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started! <mainpage-endcolumn />
[[Category:{{SITENAME}}]]
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<mainpage-leftcolumn-start /><div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}!'''</div>
This Is a wiki dedicated to the second installment of Microsoft Age of Empires series, Age of Empires II. <mainpage-endcolumn />
[[Category:{{SITENAME}}]]
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Anti-leitis Armour
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis' attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rathe anti-leitis
== Units with base melee damage ==
== Units with base melee armour ==
0 armour:
* [[Archer]]
* [[Militia]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being melee.
== Units with base Anti-leitis damage ==
== Units with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of melee.
== Units with base Anti-leitis damage ==
== Units with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Units with base Anti-leitis damage ==
== Units with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
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Adding categories
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Units with base Anti-leitis damage ==
== Units with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Units with base Anti-leitis damage ==
== Units with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:Leitis_icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:elite leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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Striker the Third moved page [[Anti-leitis armour]] to [[Anti-leitis Armour]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:elite leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:elite leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
9nx11e8yvxu5p4ugl2rkftvm999kgu4
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=31|introduced_in:=Definitive edition|image1=File:leitis icon.png}}
The Anti-leitis class is one of the most recent armour classes, being added in the definitive addition, and is the main way by which the leitis's attack ignores armour. This is due to the leitis not using the Melee class for it's main attack, but rather anti-leitis damage. Simultaneously all interactable objects possesses 0 anti-leitis armour. Thus increasing an objects melee armour does not effect the leitis's attack, due to it not being also of the melee class.
== Objects with base Anti-leitis damage ==
== Objects with base Anti-leitis armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Champion]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Hand Cannoneer]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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#REDIRECT [[Anti-leitis Armour]]
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Arbalester
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Created page with "{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_po..."
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{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_points=40|accuracy=90%|attack=[[Pierce armour|Pierce]]: 6
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Arbalester''' (called '''Arbalest''' before the ''Definitive Edition'') is an archer unit that can be trained at the Archery Range once the Imperial Age is reached. It is the final tier in the Archer line.
<br />
== Tactics ==
Arbalesters work better in large groups as they can fire arrow volleys at the opponents' units. Arbalesters are very good at slowing down massed infantry, as well as inflicting severe damage. They are vulnerable to cavalry as they can close the distance with the fragile Arbalester before taking too much damage. As such, they should be deployed with an escort.
Pairing Arbalesters with Halberdiers works especially well since the Halberdier can cover the Arbalester's main weakness that is cavalry. Pairing the Arbalester with other melee units can also protect them from siege units.
If playing defensively, Arbalesters can become a good tool to protect a walled area as they can attack enemy units from behind the Wall at a relatively safe distance, even protecting themselves from melee cavalry. However, they do almost no damage to rams.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not Available
|-
|{{Aztec icon}}{{Britons icon}}{{Byzantines icon}}{{Chinese icon}}{{Ethiopians icon}}{{Incas icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Berbers icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Lithuanians icon}}{{Persians icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|}
== Civilization bonuses ==
* Aztecs: Arbalesters are created 11% faster.
* Britons: Arbalesters have +2 range.
* Chinese: Technologies that benefit Arbalesters are 20% cheaper.
* Ethiopians: Arbalesters fire 17.6% faster.
* Mayans: Arbalesters are 30% cheaper.
* Portuguese: Arbalesters cost 20% less gold. Upgrading to Arbalester and researching technologies that affect them are 30% faster.
* Vietnamese: Arbalesters have +20% hit points. Conscription is free.
* Koreans: Arbalester costs -20% wood. Archer armor upgrades are free.
* Saracens: Arbalester deal +3 bonus damage against buildings.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Arbalesters are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Arbalesters have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Arbalesters have +2 attack against standard buildings.
* A team containing Teutons: Arbalesters are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Arbalests receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced.
=== ''The Forgotten'' ===
* Indians: Can train Arbalests.
* Mayans: Obsidian Arrows introduced. It gives Arbalests +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Arbalests.
* Mayans: Obsidian Arrows now gives Arbalests +6 attack against buildings. With patch 4.8, Arbalests also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Indians: With patch 5.5, the Arbalest was removed from their technology tree.
* Khmer: Initially cannot train Arbalests. With patch 5.8, they were added to their technology tree.
=== ''Definitive Edition'' ===
* Arbalest renamed to Arbalester, which is technically correct.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: Arbalesters cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Mayans: With update 42848, Obsidian Arrows no longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Arbalesters deal +3 bonus damage against buildings.
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{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_points=40|accuracy=90%|attack=[[Pierce armour|Pierce]]: 6
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Arbalester''' (called '''Arbalest''' before the ''Definitive Edition'') is an archer unit that can be trained at the Archery Range once the Imperial Age is reached. It is the final tier in the Archer line.
<br />
== Tactics ==
Arbalesters work better in large groups as they can fire arrow volleys at the opponents' units. Arbalesters are very good at slowing down massed infantry, as well as inflicting severe damage. They are vulnerable to cavalry as they can close the distance with the fragile Arbalester before taking too much damage. As such, they should be deployed with an escort.
Pairing Arbalesters with Halberdiers works especially well since the Halberdier can cover the Arbalester's main weakness that is cavalry. Pairing the Arbalester with other melee units can also protect them from siege units.
If playing defensively, Arbalesters can become a good tool to protect a walled area as they can attack enemy units from behind the Wall at a relatively safe distance, even protecting themselves from melee cavalry. However, they do almost no damage to rams.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not Available
|-
|{{Aztec icon}}{{Britons icon}}{{Byzantines icon}}{{Chinese icon}}{{Ethiopians icon}}{{Incas icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Berbers icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Lithuanians icon}}{{Persians icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|}
== Civilization bonuses ==
* Aztecs: Arbalesters are created 11% faster.
* Britons: Arbalesters have +2 range.
* Chinese: Technologies that benefit Arbalesters are 20% cheaper.
* Ethiopians: Arbalesters fire 17.6% faster.
* Mayans: Arbalesters are 30% cheaper.
* Portuguese: Arbalesters cost 20% less gold. Upgrading to Arbalester and researching technologies that affect them are 30% faster.
* Vietnamese: Arbalesters have +20% hit points. Conscription is free.
* Koreans: Arbalester costs -20% wood. Archer armor upgrades are free.
* Saracens: Arbalester deal +3 bonus damage against buildings.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Arbalesters are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Arbalesters have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Arbalesters have +2 attack against standard buildings.
* A team containing Teutons: Arbalesters are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Arbalests receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced.
=== ''The Forgotten'' ===
* Indians: Can train Arbalests.
* Mayans: Obsidian Arrows introduced. It gives Arbalests +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Arbalests.
* Mayans: Obsidian Arrows now gives Arbalests +6 attack against buildings. With patch 4.8, Arbalests also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Indians: With patch 5.5, the Arbalest was removed from their technology tree.
* Khmer: Initially cannot train Arbalests. With patch 5.8, they were added to their technology tree.
=== ''Definitive Edition'' ===
* Arbalest renamed to Arbalester, which is technically correct.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: Arbalesters cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Mayans: With update 42848, Obsidian Arrows no longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Arbalesters deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_points=40|accuracy=90%|attack=[[Pierce armour|Pierce]]: 6
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Arbalester''' (called '''Arbalest''' before the ''Definitive Edition'') is an archer unit that can be trained at the Archery Range once the Imperial Age is reached. It is the final tier in the Archer line.
<br />
== Tactics ==
Arbalesters work better in large groups as they can fire arrow volleys at the opponents' units. Arbalesters are very good at slowing down massed infantry, as well as inflicting severe damage. They are vulnerable to cavalry as they can close the distance with the fragile Arbalester before taking too much damage. As such, they should be deployed with an escort.
Pairing Arbalesters with Halberdiers works especially well since the Halberdier can cover the Arbalester's main weakness that is cavalry. Pairing the Arbalester with other melee units can also protect them from siege units.
If playing defensively, Arbalesters can become a good tool to protect a walled area as they can attack enemy units from behind the Wall at a relatively safe distance, even protecting themselves from melee cavalry. However, they do almost no damage to rams.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Britons icon}}{{Byzantines icon}}{{Chinese icon}}{{Ethiopians icon}}{{Incas icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Berbers icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Lithuanians icon}}{{Persians icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|}
== Civilization bonuses ==
* Aztecs: Arbalesters are created 11% faster.
* Britons: Arbalesters have +2 range.
* Chinese: Technologies that benefit Arbalesters are 20% cheaper.
* Ethiopians: Arbalesters fire 17.6% faster.
* Mayans: Arbalesters are 30% cheaper.
* Portuguese: Arbalesters cost 20% less gold. Upgrading to Arbalester and researching technologies that affect them are 30% faster.
* Vietnamese: Arbalesters have +20% hit points. Conscription is free.
* Koreans: Arbalester costs -20% wood. Archer armor upgrades are free.
* Saracens: Arbalester deal +3 bonus damage against buildings.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Arbalesters are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Arbalesters have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Arbalesters have +2 attack against standard buildings.
* A team containing Teutons: Arbalesters are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Arbalests receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced.
=== ''The Forgotten'' ===
* Indians: Can train Arbalests.
* Mayans: Obsidian Arrows introduced. It gives Arbalests +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Arbalests.
* Mayans: Obsidian Arrows now gives Arbalests +6 attack against buildings. With patch 4.8, Arbalests also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Indians: With patch 5.5, the Arbalest was removed from their technology tree.
* Khmer: Initially cannot train Arbalests. With patch 5.8, they were added to their technology tree.
=== ''Definitive Edition'' ===
* Arbalest renamed to Arbalester, which is technically correct.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: Arbalesters cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Mayans: With update 42848, Obsidian Arrows no longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Arbalesters deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_points=40|accuracy=90%|attack=[[Pierce armour|Pierce]]: 6
[[Spearman armour|Spearman]]: 3
[[Ram armour|Ram]]: 0
[[Standard Building armour|Standard building]]: 0
[[Stone Defense armour|Stone defense]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Arbalester''' (called '''Arbalest''' before the ''Definitive Edition'') is an archer unit that can be trained at the Archery Range once the Imperial Age is reached. It is the final tier in the Archer line.
<br />
== Tactics ==
Arbalesters work better in large groups as they can fire arrow volleys at the opponents' units. Arbalesters are very good at slowing down massed infantry, as well as inflicting severe damage. They are vulnerable to cavalry as they can close the distance with the fragile Arbalester before taking too much damage. As such, they should be deployed with an escort.
Pairing Arbalesters with Halberdiers works especially well since the Halberdier can cover the Arbalester's main weakness that is cavalry. Pairing the Arbalester with other melee units can also protect them from siege units.
If playing defensively, Arbalesters can become a good tool to protect a walled area as they can attack enemy units from behind the Wall at a relatively safe distance, even protecting themselves from melee cavalry. However, they do almost no damage to rams.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Britons icon}}{{Byzantines icon}}{{Chinese icon}}{{Ethiopians icon}}{{Incas icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Berbers icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Lithuanians icon}}{{Persians icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|}
== Civilization bonuses ==
* Aztecs: Arbalesters are created 11% faster.
* Britons: Arbalesters have +2 range.
* Chinese: Technologies that benefit Arbalesters are 20% cheaper.
* Ethiopians: Arbalesters fire 17.6% faster.
* Mayans: Arbalesters are 30% cheaper.
* Portuguese: Arbalesters cost 20% less gold. Upgrading to Arbalester and researching technologies that affect them are 30% faster.
* Vietnamese: Arbalesters have +20% hit points. Conscription is free.
* Koreans: Arbalester costs -20% wood. Archer armor upgrades are free.
* Saracens: Arbalester deal +3 bonus damage against buildings.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Arbalesters are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Arbalesters have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Arbalesters have +2 attack against standard buildings.
* A team containing Teutons: Arbalesters are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Arbalests receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced.
=== ''The Forgotten'' ===
* Indians: Can train Arbalests.
* Mayans: Obsidian Arrows introduced. It gives Arbalests +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Arbalests.
* Mayans: Obsidian Arrows now gives Arbalests +6 attack against buildings. With patch 4.8, Arbalests also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Indians: With patch 5.5, the Arbalest was removed from their technology tree.
* Khmer: Initially cannot train Arbalests. With patch 5.8, they were added to their technology tree.
=== ''Definitive Edition'' ===
* Arbalest renamed to Arbalester, which is technically correct.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: Arbalesters cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Mayans: With update 42848, Obsidian Arrows no longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Arbalesters deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
9olfxxq34p9n0z058gfxnko2q831afc
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{{Object_infobox|image1=File:Arbalester icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=27 Seconds|wood=25|gold=45|health_points=40|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 6
[[Spearman Armour|Spearman]]: 3
[[Ram Armour|Ram]]: 0
[[Standard Building Armour|Standard building]]: 0
[[Stone Defense Armour|Stone defense]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Arbalester''' (called '''Arbalest''' before the ''Definitive Edition'') is an archer unit that can be trained at the Archery Range once the Imperial Age is reached. It is the final tier in the Archer line.
<br />
== Tactics ==
Arbalesters work better in large groups as they can fire arrow volleys at the opponents' units. Arbalesters are very good at slowing down massed infantry, as well as inflicting severe damage. They are vulnerable to cavalry as they can close the distance with the fragile Arbalester before taking too much damage. As such, they should be deployed with an escort.
Pairing Arbalesters with Halberdiers works especially well since the Halberdier can cover the Arbalester's main weakness that is cavalry. Pairing the Arbalester with other melee units can also protect them from siege units.
If playing defensively, Arbalesters can become a good tool to protect a walled area as they can attack enemy units from behind the Wall at a relatively safe distance, even protecting themselves from melee cavalry. However, they do almost no damage to rams.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Britons icon}}{{Byzantines icon}}{{Chinese icon}}{{Ethiopians icon}}{{Incas icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Berbers icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Lithuanians icon}}{{Persians icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|}
== Civilization bonuses ==
* Aztecs: Arbalesters are created 11% faster.
* Britons: Arbalesters have +2 range.
* Chinese: Technologies that benefit Arbalesters are 20% cheaper.
* Ethiopians: Arbalesters fire 17.6% faster.
* Mayans: Arbalesters are 30% cheaper.
* Portuguese: Arbalesters cost 20% less gold. Upgrading to Arbalester and researching technologies that affect them are 30% faster.
* Vietnamese: Arbalesters have +20% hit points. Conscription is free.
* Koreans: Arbalester costs -20% wood. Archer armor upgrades are free.
* Saracens: Arbalester deal +3 bonus damage against buildings.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Arbalesters are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Arbalesters have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Arbalesters have +2 attack against standard buildings.
* A team containing Teutons: Arbalesters are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Arbalests receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced.
=== ''The Forgotten'' ===
* Indians: Can train Arbalests.
* Mayans: Obsidian Arrows introduced. It gives Arbalests +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Arbalests.
* Mayans: Obsidian Arrows now gives Arbalests +6 attack against buildings. With patch 4.8, Arbalests also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Indians: With patch 5.5, the Arbalest was removed from their technology tree.
* Khmer: Initially cannot train Arbalests. With patch 5.8, they were added to their technology tree.
=== ''Definitive Edition'' ===
* Arbalest renamed to Arbalester, which is technically correct.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: Arbalesters cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Mayans: With update 42848, Obsidian Arrows no longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Arbalesters deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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Created page with "{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=8..."
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{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
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{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
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{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
9036kiwzqr6acy69evgvxbkx7kamzf4
964
962
2021-01-17T08:09:49Z
Striker the Third
34531925
Adding categories
964
wikitext
text/x-wiki
{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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980
964
2021-01-17T23:28:49Z
Striker the Third
34531925
980
wikitext
text/x-wiki
{{Object_infobox|image1=File:Archer icon.png|introduced_in:=Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
slx3vjarwu2blfsg71w7guh52qa1m2b
1050
980
2021-01-20T22:46:22Z
Striker the Third
34531925
1050
wikitext
text/x-wiki
{{Object_infobox|image1=File:Archer icon.png|introduced_in:=The Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce armour|Pierce]]: 4
[[Spearman armour|Spearman]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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1076
1050
2021-01-21T03:00:53Z
Striker the Third
34531925
1076
wikitext
text/x-wiki
{{Object_infobox|image1=File:Archer icon.png|introduced_in:=The Age of Kings|age:=Feudal age|created_by:=Archery range|creation_time=35|wood=25|gold=45|health_points=30|accuracy=80%|attack=[[Pierce Armour|Pierce]]: 4
[[Spearman Armour|Spearman]]: 3
[[Ram Armour|Ram]]: 0
[[Standard Building Armour|Standard Building]]: 0
[[Stone Defense Armour|Stone Defense]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=6|range=4|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Archer''' is an archer unit in ''Age of Empires II'' that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
== Tactics ==
Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the Tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired.
Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
== Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Archers are created 11% faster.
* Britons: Archers have +1/+2 range in the Castle/Imperial Age.
* Celts: Archers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: Archers fire 18% faster.
* Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
* Portuguese: Archers cost 20% less gold.
* Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
* Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Archers have +20% hit points. Conscription is free.
* Koreans: Archers cost 20% less wood.
* Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Archers have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Archers have +2 attack against buildings.
* A team containing Teutons: Archers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Archers train in 27 seconds.
=== ''The Conquerors'' ===
* Archers now train in 35 seconds.
* Archers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Archers.
* Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Archers had +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Saracens: Archers deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
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Archer Armour
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings}}
The Spearman armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Units with base Spearman damage ==
== Units with base Spearman armour ==
0 armour:
* [[Archer]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings}}
The Spearman armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Units with base Spearman damage ==
== Units with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings}}
The Spearman armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damage ==
== Objects with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The Spearman armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damage ==
== Objects with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The Spearman armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damage ==
== Objects with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The Archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damage ==
== Objects with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damage ==
== Objects with base Spearman armour ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
== Objects with base Archer armour ==
0 armour:
* [[Archer]]
*[[Crossbowman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
== Objects with base Archer armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
3 damage:
* [[Skirmisher]]
== Objects with base Archer armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Skirmisher]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
4 damage:
* [[Elite Skirmisher|Elite skirmisher]]
3 damage:
* [[Skirmisher]]
== Objects with base Archer armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Skirmisher]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
4 damage:
* [[Elite Skirmisher|Elite skirmisher]]
3 damage:
* [[Skirmisher]]
== Objects with base Archer armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=15|introduced_in:=Age of Kings|image1=File:elite longbowman icon.png}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Archer damage ==
4 damage:
* [[Elite Skirmisher|Elite skirmisher]]
3 damage:
* [[Skirmisher]]
== Objects with base Archer armour ==
0 armour:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Hand Cannoneer]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
[[Category:Armour class]]
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#REDIRECT [[Archer Armour]]
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Armour Classes
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# Building
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
# Ram
# Tree
# Unique unit
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
# Gunpowder unit
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
# Cavalry archer
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
# Condottiero
# Anti Gunpowder*
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# Building
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
# Ram
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
# Cavalry archer
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder*
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# Building
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
# Ram
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
# Cavalry archer
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder*
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# Building
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
# Ram
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
# Cavalry archer
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# Building
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
# Ram
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
#[[Cavalry Archer Armour|Cavalry archer]]
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
#[[Building armour|Building]]
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
#[[Ram armour|Ram]]
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
#[[Cavalry Archer Armour|Cavalry archer]]
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
#[[Building armour|Building]]
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
#[[Ram Armour|Ram]]
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
#[[Cavalry Archer Armour|Cavalry archer]]
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
#[[Building Armour|Building]]
# '''''(unassigned)'''''
# Stone defense
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
#[[Ram Armour|Ram]]
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
#[[Cavalry Archer Armour|Cavalry archer]]
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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<br />
== List of armor classes ==
# [[Infantry Armour|Infantry]]
# Turtle Ship
# [[Pierce Armour|Pierce]]
# [[Melee Armour|Melee]]
# [[War Elephant Armour|War elephant]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
# [[Cavalry Armour|Cavalry]]
# '''''(unassigned)'''''
# '''''(unassigned)'''''
#[[Building Armour|Building]]
# '''''(unassigned)'''''
#[[Stone Defense Armour|Stone defense]]
# Predator animals
# [[Archer Armour|Archer]]
# [[Ship Armour|Ship]]
#[[Ram Armour|Ram]]
# Tree
#[[Unique Unit Armour|Unique unit]]
# Siege weapon
# [[Standard Building Armour|Standard building]]
# Wall and gate
#[[Gunpowder Unit Armour|Gunpowder unit]]
# Boar
# Monk
# Castle
# [[Spearman Armour|Spearman]]
#[[Cavalry Archer Armour|Cavalry archer]]
# [[Eagle Warrior Armour|Eagle Warrior]]
# [[Camel Armour|Camel]]
# [[Anti-leitis Armour|Anti-Leitis]]
#[[Condottiero Armour|Condottiero]]
# Anti Gunpowder
# [[Fishing Ship Armour|Fishing Ship]]
# [[Mameluke Armour|Mameluke]]
# Hero and King
[[Category:Armour class]]
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Attila the Hun
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Created page with "{{Object_infobox|image1=file:Attila the hun icon.png|introduced_in:=The conquerors|created_by:=Scenario Editor|health_points=350|attack=[[Melee Armour|Melee]]: 13 Boar Armou..."
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{{Object_infobox|image1=file:Attila the hun icon.png|introduced_in:=The conquerors|created_by:=Scenario Editor|health_points=350|attack=[[Melee Armour|Melee]]: 13
[[Boar Armour|Boar]]: 40
[[Building Armour|Building]]: 3|armour=[[Melee Armour|Melee]]: 2
[[Pierce Armour|Pierce]]: 2
[[Cavalry Armour|Cavalry]]: 0
[[Hero and King Armour|Hero and King]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=1.2|line_of_sight=5}}
'''Attila the Hun''' (395?/406? - March 453 A.D) was the King of the Huns from 434 to his death. His rule is depicted in a campaign in the Attila the Hun campaign in ''The Conquerors''. His model was originally that of a cataphract, but in the definitive edition he was given a unique sprite similar to that of a Tarkan but armed with a curved sword instead of a torch
== Scenario Appearances ==
Attila the Hun:
* The Scourge of God
* The Fall of Rome
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{{Object_infobox|image1=file:Attila the hun icon.png|introduced_in:=The conquerors|created_by:=Scenario Editor|health_points=350|attack=[[Melee Armour|Melee]]: 13
[[Boar Armour|Boar]]: 40
[[Building Armour|Building]]: 3|armour=[[Melee Armour|Melee]]: 2
[[Pierce Armour|Pierce]]: 2
[[Cavalry Armour|Cavalry]]: 0
[[Hero and King Armour|Hero and King]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=1.2|line_of_sight=5}}
'''Attila the Hun''' (395?/406? - March 453 A.D) was the King of the Huns from 434 to his death. His rule is depicted in a campaign in the Attila the Hun campaign in ''The Conquerors''. His model was originally that of a cataphract, but in the definitive edition he was given a unique sprite similar to that of a Tarkan but armed with a curved sword instead of a torch
== Scenario Appearances ==
Attila the Hun:
* The Scourge of God
* The Fall of Rome
[[Category:Object]]
[[Category:Unit]]
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{{Object_infobox|image1=file:Attila the hun icon.png|introduced_in:=The conquerors|created_by:=Scenario Editor|health_points=350|attack=[[Melee Armour|Melee]]: 13
[[Boar Armour|Boar]]: 40
[[Building Armour|Building]]: 3|armour=[[Melee Armour|Melee]]: 2
[[Pierce Armour|Pierce]]: 2
[[Cavalry Armour|Cavalry]]: 0
[[Hero and King Armour|Hero and King]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 Seconds|speed=1.2|line_of_sight=5}}
'''Attila the Hun''' (395?/406? - March 453 A.D) was the King of the Huns from 434 to his death. His rule is depicted in a campaign in the Attila the Hun campaign in ''The Conquerors''. His model was originally that of a cataphract, but in the definitive edition he was given a unique sprite similar to that of a Tarkan but armed with a curved sword instead of a torch
== Scenario appearances ==
Attila the Hun:
* The Scourge of God
* The Fall of Rome
== Map appearances ==
Battle Royal:
* BR Fall of Rome
[[Category:Object]]
[[Category:Unit]]
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Building Armour
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{{Armour_class_infobox|image1=File:House icon.png|armour_class_id:=11|introduced_in:=Age of Kings}}
Building armour is an armour class possessed by all buildings except ports.
== Objects with base buildings damage ==
0 damage:
* [[Hand Cannoneer]]
== Objects with base buildings armour ==
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{{Armour_class_infobox|image1=File:House icon.png|armour_class_id:=11|introduced_in:=Age of Kings}}
Building armour is an armour class possessed by all buildings except ports.
== Objects with base buildings damage ==
0 damage:
* [[Hand Cannoneer]]
== Objects with base buildings armour ==
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{{Armour_class_infobox|image1=File:House icon.png|armour_class_id:=11|introduced_in:=Age of Kings}}
Building armour is an armour class possessed by all buildings except ports. This Is not to be mixed up with Armour class 21, [[Standard building armour]].
== Objects with base buildings damage ==
0 damage:
* [[Hand Cannoneer]]
== Objects with base buildings armour ==
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#REDIRECT [[Building Armour]]
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Camel Armour
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms}}
== Objects with base Camel damage ==
12 damage:
* [[Spearman]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
12 damage:
* [[Spearman]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms|image1=File:heavy camel rider icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
12 damage:
* [[Spearman]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms|image1=File:heavy camel rider icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
12 damage:
* [[Spearman]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms|image1=File:heavy camel rider icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
26 damage:
* [[Halberdier]]
18 damage:
* [[Pikeman]]
12 damage:
* [[Spearman]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms|image1=File:heavy camel rider icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
26 damage:
* [[Halberdier]]
18 damage:
* [[Pikeman]]
12 damage:
* [[Spearman]]
3 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
2 damage:
* [[Eagle Warrior|Eagle warrior]]
1 damage:
* [[Eagle Scout|Eagle scout]]
== Objects with base Camel armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=30|introduced_in:=The African Kingdoms|image1=File:heavy camel rider icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding camels.
== Objects with base Camel damage ==
26 damage:
* [[Halberdier]]
18 damage:
* [[Pikeman]]
12 damage:
* [[Spearman]]
3 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
2 damage:
* [[Eagle Warrior|Eagle warrior]]
1 damage:
* [[Eagle Scout|Eagle scout]]
0 damage:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
== Objects with base Camel armour ==
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#REDIRECT [[Camel Armour]]
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Cavalry Archer Armour
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{{Armour_class_infobox|image1=file:Heavy cavalry archer icon.png|armour_class_id:=28|introduced_in:=The Conquerors}}
The archer armour class is used primarily by ranged cavalry unit with [[Pierce armour|pierce]] damage.
== Objects with base Cavalry archer damage ==
2 damage:
* [[Elite Skirmisher|Elite skirmisher]]
== Objects with base Cavalry archer armour ==
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{{Armour_class_infobox|image1=file:Heavy cavalry archer icon.png|armour_class_id:=28|introduced_in:=The Conquerors}}
The archer armour class is used primarily by ranged cavalry unit with [[Pierce armour|pierce]] damage.
== Objects with base Cavalry archer damage ==
3 damage:
* [[Imperial Skirmisher|Imperial skirmisher]]
2 damage:
* [[Elite Skirmisher|Elite skirmisher]]
== Objects with base Cavalry archer armour ==
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings}}
== Objects with base Cavalry damage ==
15 damage:
* [[Spearman]]
== Objects with base Cavalry armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings}}
Cavalry armour is an armour class used primarily by cavalry that are not riding camels.
== Objects with base Cavalry damage ==
15 damage:
* [[Spearman]]
== Objects with base Cavalry armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings|image1=File:knight icon.png}}
Cavalry armour is an armour class used primarily by cavalry that are not riding camels.
== Objects with base Cavalry damage ==
15 damage:
* [[Spearman]]
== Objects with base Cavalry armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings|image1=File:knight icon.png}}
Cavalry armour is an armour class used primarily by cavalry that are not riding camels.
== Objects with base Cavalry damage ==
15 damage:
* [[Spearman]]
== Objects with base Cavalry armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings|image1=File:knight icon.png}}
Cavalry armour is an armour class used primarily by cavalry that are not riding camels.
== Objects with base Cavalry damage ==
32 damage:
* [[Halberdier]]
22 damage:
* [[Pikeman]]
15 damage:
* [[Spearman]]
== Objects with base Cavalry armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=8|introduced_in:=Age of Kings|image1=File:knight icon.png}}
Cavalry armour is an armour class used primarily by cavalry that are not riding camels.
== Objects with base Cavalry damage ==
32 damage:
* [[Halberdier]]
22 damage:
* [[Pikeman]]
15 damage:
* [[Spearman]]
0 damage:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
== Objects with base Cavalry armour ==
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Cavalry armour
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#REDIRECT [[Cavalry Armour]]
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Champion
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{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
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{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{|
! colspan="2" |Available
! colspan="2" |Not available
|-
|{{Aztec icon}}
|
|
|
|-
|
|
|
|
|-
|
|
|
|
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-15T08:09:56Z
Striker the Third
34531925
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wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Not available
|-
|{{Aztec icon}}
|
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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874
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2021-01-16T09:02:11Z
Striker the Third
34531925
874
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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874
2021-01-16T09:09:01Z
Striker the Third
34531925
/* Civilization availability */
883
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-16T23:24:04Z
Striker the Third
34531925
/* Civilization availability */
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wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Koreans icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}{{Khmer icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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947
894
2021-01-17T04:14:55Z
Striker the Third
34531925
/* Civilization availability */
947
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malians icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}{{Khmer icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Tatars icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
8hjhz0kxn6xikhywfiikpd5v1ecbc5q
991
947
2021-01-18T02:56:23Z
Striker the Third
34531925
/* Civilization availability */
991
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
<br />
{| class="article-table"
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malians icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}{{Khmer icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Tatars icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
20uprasq5dgwpwvido4gugo5n4hom6l
1021
991
2021-01-20T07:48:28Z
Striker the Third
34531925
/* Civilization availability */
1021
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
{| class="article-table"
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malians icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}{{Khmer icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Tatars icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
g1j39573qgcr0rxfug8zl2tak6j3z5n
1102
1021
2021-01-21T22:03:00Z
Striker the Third
34531925
1102
wikitext
text/x-wiki
{{Object_infobox|image1=file: champion_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=70|attack=[[Melee Armour|Melee]]: 13
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4
[[Camel Armour|Camel]]: 0
[[Cavalry Armour|Cavalry]]: 0|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.63 seconds}}
The '''Champion''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the final tier in the Militia line
<br />
== Overview and tactics ==
The Champion is the first and only Barracks unit that provides its own melee protection: 1/1 armor. They have an attack bonus against buildings and the Eagle line, and are even more powerful when used in conjunction with Rams.
With additional armor for melee combat coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complemented with other units (such as cavalry for tracking down ranged units, or siege units for faster razing) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry shortcomings do exist, however, as they are still slow and are modest in terms of health, making them vulnerable to archers, heavy cavalry, and splash-damage siege weaponry.
Champions excel in two particular situations: early Imperial Age when their counters aren't as prominent and late Imperial Age when gold is scarce. Champions are informally called 'trash busters' since they can easily defeat all the trash units (Halberdiers, Elite Skirmishers, and Hussars). The unique trash units, the Genitours and the Magyar Huszar, can stand up to most civilizations' Champions, but do not defeat them distinctly.
For some civilizations, Champions are a go-to late game deathball choice. This includes Malians with their +3 pierce armor bonus and the Aztecs and Burmese with their additional attack damage. An Imperial Age Champion rush requires a huge Farm-based economy.
On lush maps with plenty of resources (e. g. Yucatán), it is recommended to opt for another type of army (as long as the additional cost can be shouldered by the economy), as they generally tend to fare better in general combat.
<br />
== Civilization availability ==
{| class="article-table"
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Franks icon}}{{Goths icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malians icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Ethiopians icon}}{{Huns icon}}{{Khmer icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Tatars icon}}
|}
== Civilization bonuses ==
* Aztecs: Champions are created 11% faster.
* Burmese: Champions have +3 attack. Researching Faith is 50% cheaper.
* Celts: Champions move 15% faster. Champions can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Champions are 20% cheaper.
* Goths: Champions are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Champions attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Champions have +3 pierce armor.
* Portuguese: Champions cost 20% less gold.
* Slavs: Tracking is free (in the HD expansions). Supplies is free (in the ''Definitive Edition'').
* Spanish: Blacksmith upgrades that benefit Champions don't cost gold.
* Teutons: Champions have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Champions have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Champions are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Champions are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Champions have +3 attack against standard buildings.
* Champions have 0 pierce armor.
* Goths: Champions are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Champions have +6 attack against Eagle Warriors.
* Champions have now 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Champions are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Champions now have +4 attack against standard buildings.
* Champions now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Champions. It gives Champions +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Champions +4 attack against camels.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Goths: With update 36202, bonus damage against buildings is +3.
* Teutons: With update 35584, Champions have +1/+0 armor. With update 36906, Champions have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
jckp6s5mz88arhhhw1dzjur8ux3a97o
Condottiero
0
385
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2020-12-17T02:49:54Z
Striker the Third
34531925
Created page with "{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80..."
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{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80|attack=[[Melee Armour|Melee]]: 10
[[Gunpowder Unit Armour|Gunpowder unit]]: 10
[[Condottiero Armour|Condottiero]]: 10|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 10
[[Unique Unit Armour|Unique unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=1.9 Seconds|speed=1.2|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.75 Seconds}}
The '''Condottiero''' (plural '''Condottieri''') is the second unique unit of the Italians in ''Age of Empires II HD: The Forgotten''. A quick anti-gunpowder infantry unit, it can be trained at the Barracks upon reaching the Imperial Age. In ''The Forgotten'', a Castle was also required in order to train Condottieri. This requirement was removed in ''The African Kingdoms''. As a team bonus, the Condottiero is a shared unique unit, available to any players allied with an Italian player. It has no Elite version, unlike the Berbers' secondary unique unit, the Genitour.
<br />
== Tactics ==
The Condottiero has a large attack bonus against gunpowder units, and bonus armor which negates their anti-infantry damage. Thus, Condottieri are an effective counter for armies of Janissaries, Conquistadors, or Hand Cannoneers. In addition, Condottieri trade effectively against Halberdiers and Camel Riders, which are common auxiliary forces to protect gunpowder units and take down cavalry.
Condottieri move fast and have high hit points. They are also created quite quickly and don't need to be upgraded. Their comparatively high gold cost, however, makes them an expensive unit to field and sustain in the long run. Skirmishers are much more efficient at dealing with gunpowder units on a cost basis; also, siege units excel in general combat, which limits the Condottiero's use to an emergency counter to gunpowder.
Condottieri can be used as an expensive substitute for Champions. This can occur in situations where the player doesn't have the Champion upgrade at the ready or if the player's civilization doesn't have access to them (Tatars, Bulgarians, Ethiopians, Huns, Khmer, Malay, Mayans, and Persians). On the other hand, Condottieri can be a huge power spike during early Imperial Age, though as already mentioned, they are less and less cost efficient as time goes on.
For the specific case of the Malay, Two-Handed Swordsmen should not be substituted, but rather supplemented with Condottieri, forming a solid composition in late Imperial Age, with Condottieri chasing down archers and gunpowder units, using their superior speed. Halberdiers and Karambit Warriors can also be very good complements or alternatives, depending on the situation.
Even for civilizations that have access to great Champions, it should be considered to substitute them if enemies use many anti-infantry units. For example, an interesting play with be to couple Malian Condottieri with Gbetos, both possessing great mobility to raid enemy positions and supplement each other's weaknesses; Gbetos add firepower, whereas Malian Condottieri are tasked with shielding Gbetos against enemy ranged units. Although in more general situations, Skirmishers would be more cost-effective, since they effectively counters all gunpowder units (except siege) as well as the Arbalester, to which the Condottiero has little defense with no base pierce armor.
A practical, general example would be a scenario where the player has previously built several Barracks to train Pikemen or Halberdiers against a cavalry civilization, and in this case, and the opponent has chosen Hand Cannoneer as counter versus Pikes. In this case, if the player can afford the gold cost but isn't able to train Skirmishers right away, is recommended to train some Condottieri in order to diversify and gain a slight edge in battle, taking advantage of the Condottiero's more beefy stats. But as the player's gold starts draining out, Condottieri might be a dangerous choice for the player's economy, specially when the opponent can easily switch into other ranged unit.
Finally, their ability to be trained without upgrades upon reaching the Imperial Age makes them a suitable counter to gunpowder in Fast Imperial games, specially in closed maps like Arena, where it's common that battles initially happen in groups of small but powerful units. Here, training just a few Condottieri to take down enemy Bombard Cannons can inflict a tremendous damage on the opponent. In other cases, the mere presence of an Italian player can be a strong deterrent against the creation of gunpowder units, in order to prevent a disastrous scenario.
<br />
== Civilization bonuses ==
* Aztecs: Condottieri are created 11% faster.
* Burmese: Condotteri have +3 attack. Faith is 50% cheaper.
* Celts: Condottieri move 15% faster. Condottieri can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Condottieri are 20% cheaper.
* Goths: Condottieri are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Tracking (before the ''Definitive Edition'') and Squires is 100% faster.
* Italians: With Pavise researched, Condottieri have +1/+1 armor.
* Japanese: Condottieri attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Condottieri have +3 pierce armor.
* Portuguese: Condottieri cost 20% less gold.
* Slavs: Tracking is free (before DE, no effect after the ''Definitive Edition'')
* Spanish: Blacksmith upgrades that benefit Condottieri don't cost gold.
* Tatars: Condottieri deal 50% bonus damage from cliffs and elevations.
* Teutons: Condottieri have +2 melee armor.
* Vietnamese: Conscription is free.
* Vikings: Condottieri have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, Conscription is researched 25% faster.
* A team containing Goths: Condottieri are created 20% faster. Researching Tracking (before the ''Definitive Edition''), Squires, and Arson is 20% faster.
* A team containing Teutons: Condottieri are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching Infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Aztecs: All military units are created 18% faster.
* Condottieri require a Castle in order to be trained.
* Condottieri have 9 attack and 1 speed.
* Condottieri have 1 pierce armor.
* Condottieri train in 11 seconds.
=== ''The African Kingdoms'' ===
* Condottieri no longer require a Castle.
* Condottieri reskinned.
* Condottieri have 10 attack and 1.2 speed.
* Portuguese: Condottieri cost 15% less gold.
* With patch 4.8, Condottieri train in 13 seconds.
* Malians: On release, Condottieri incorrectly do not benefit from the civilization bonus and do not get any bonus pierce armor due to a bug. With patch 4.8, this was corrected, with Condottieri now benefiting from the civilization bonus and obtaining +3 pierce armor.
* Vikings: With patch 4.8, Chieftains affects Condottieri. It gives Condottieri +5 attack against cavalry.
* Vikings: With patch 4.8b, Chieftains gives Condottieri additional +2 attack against camel units.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Condottieri have 9 attack and 0 pierce armor.
* With patch 5.7, Condottieri have a unique armor class that essentially causes the Condottiero to resist bonus damage from gunpowder units (+10 armor), but not from other anti-infantry attacks.
* With patch 5.7, Condottieri train in 18 seconds.
* Vikings: With patch 5.7, Chieftains makes Condottieri do +4 damage to camels instead of +2.
=== ''Definitive Edition'' ===
* With update 39284, Condottieri have 10 attack again.
* Aztecs: With update 37650, all military units are now created 11.1% faster.
* Tracking removed; all infantry instantly receive +2 LOS upon reaching the Feudal Age.
* Teutons: With update 35584, Condottieri have +1 melee armor. With update 36906, they have +2 melee armor.
* Italians: With update 39284, Pavise also affects Condottieri.
* Portuguese: With update 39284, Condottieri now cost 20% less gold.
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{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80|attack=[[Melee Armour|Melee]]: 10
[[Gunpowder Unit Armour|Gunpowder unit]]: 10
[[Standard Building Armour|Standard building]]: 2|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 10
[[Condottiero Armour|Condottiero]]: 0
[[Unique Unit Armour|Unique unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=1.9 Seconds|speed=1.2|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.75 Seconds}}
The '''Condottiero''' (plural '''Condottieri''') is the second unique unit of the Italians in ''Age of Empires II HD: The Forgotten''. A quick anti-gunpowder infantry unit, it can be trained at the Barracks upon reaching the Imperial Age. In ''The Forgotten'', a Castle was also required in order to train Condottieri. This requirement was removed in ''The African Kingdoms''. As a team bonus, the Condottiero is a shared unique unit, available to any players allied with an Italian player. It has no Elite version, unlike the Berbers' secondary unique unit, the Genitour.
<br />
== Tactics ==
The Condottiero has a large attack bonus against gunpowder units, and bonus armor which negates their anti-infantry damage. Thus, Condottieri are an effective counter for armies of Janissaries, Conquistadors, or Hand Cannoneers. In addition, Condottieri trade effectively against Halberdiers and Camel Riders, which are common auxiliary forces to protect gunpowder units and take down cavalry.
Condottieri move fast and have high hit points. They are also created quite quickly and don't need to be upgraded. Their comparatively high gold cost, however, makes them an expensive unit to field and sustain in the long run. Skirmishers are much more efficient at dealing with gunpowder units on a cost basis; also, siege units excel in general combat, which limits the Condottiero's use to an emergency counter to gunpowder.
Condottieri can be used as an expensive substitute for Champions. This can occur in situations where the player doesn't have the Champion upgrade at the ready or if the player's civilization doesn't have access to them (Tatars, Bulgarians, Ethiopians, Huns, Khmer, Malay, Mayans, and Persians). On the other hand, Condottieri can be a huge power spike during early Imperial Age, though as already mentioned, they are less and less cost efficient as time goes on.
For the specific case of the Malay, Two-Handed Swordsmen should not be substituted, but rather supplemented with Condottieri, forming a solid composition in late Imperial Age, with Condottieri chasing down archers and gunpowder units, using their superior speed. Halberdiers and Karambit Warriors can also be very good complements or alternatives, depending on the situation.
Even for civilizations that have access to great Champions, it should be considered to substitute them if enemies use many anti-infantry units. For example, an interesting play with be to couple Malian Condottieri with Gbetos, both possessing great mobility to raid enemy positions and supplement each other's weaknesses; Gbetos add firepower, whereas Malian Condottieri are tasked with shielding Gbetos against enemy ranged units. Although in more general situations, Skirmishers would be more cost-effective, since they effectively counters all gunpowder units (except siege) as well as the Arbalester, to which the Condottiero has little defense with no base pierce armor.
A practical, general example would be a scenario where the player has previously built several Barracks to train Pikemen or Halberdiers against a cavalry civilization, and in this case, and the opponent has chosen Hand Cannoneer as counter versus Pikes. In this case, if the player can afford the gold cost but isn't able to train Skirmishers right away, is recommended to train some Condottieri in order to diversify and gain a slight edge in battle, taking advantage of the Condottiero's more beefy stats. But as the player's gold starts draining out, Condottieri might be a dangerous choice for the player's economy, specially when the opponent can easily switch into other ranged unit.
Finally, their ability to be trained without upgrades upon reaching the Imperial Age makes them a suitable counter to gunpowder in Fast Imperial games, specially in closed maps like Arena, where it's common that battles initially happen in groups of small but powerful units. Here, training just a few Condottieri to take down enemy Bombard Cannons can inflict a tremendous damage on the opponent. In other cases, the mere presence of an Italian player can be a strong deterrent against the creation of gunpowder units, in order to prevent a disastrous scenario.
<br />
== Civilization bonuses ==
* Aztecs: Condottieri are created 11% faster.
* Burmese: Condotteri have +3 attack. Faith is 50% cheaper.
* Celts: Condottieri move 15% faster. Condottieri can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Condottieri are 20% cheaper.
* Goths: Condottieri are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Tracking (before the ''Definitive Edition'') and Squires is 100% faster.
* Italians: With Pavise researched, Condottieri have +1/+1 armor.
* Japanese: Condottieri attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Condottieri have +3 pierce armor.
* Portuguese: Condottieri cost 20% less gold.
* Slavs: Tracking is free (before DE, no effect after the ''Definitive Edition'')
* Spanish: Blacksmith upgrades that benefit Condottieri don't cost gold.
* Tatars: Condottieri deal 50% bonus damage from cliffs and elevations.
* Teutons: Condottieri have +2 melee armor.
* Vietnamese: Conscription is free.
* Vikings: Condottieri have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, Conscription is researched 25% faster.
* A team containing Goths: Condottieri are created 20% faster. Researching Tracking (before the ''Definitive Edition''), Squires, and Arson is 20% faster.
* A team containing Teutons: Condottieri are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching Infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Aztecs: All military units are created 18% faster.
* Condottieri require a Castle in order to be trained.
* Condottieri have 9 attack and 1 speed.
* Condottieri have 1 pierce armor.
* Condottieri train in 11 seconds.
=== ''The African Kingdoms'' ===
* Condottieri no longer require a Castle.
* Condottieri reskinned.
* Condottieri have 10 attack and 1.2 speed.
* Portuguese: Condottieri cost 15% less gold.
* With patch 4.8, Condottieri train in 13 seconds.
* Malians: On release, Condottieri incorrectly do not benefit from the civilization bonus and do not get any bonus pierce armor due to a bug. With patch 4.8, this was corrected, with Condottieri now benefiting from the civilization bonus and obtaining +3 pierce armor.
* Vikings: With patch 4.8, Chieftains affects Condottieri. It gives Condottieri +5 attack against cavalry.
* Vikings: With patch 4.8b, Chieftains gives Condottieri additional +2 attack against camel units.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Condottieri have 9 attack and 0 pierce armor.
* With patch 5.7, Condottieri have a unique armor class that essentially causes the Condottiero to resist bonus damage from gunpowder units (+10 armor), but not from other anti-infantry attacks.
* With patch 5.7, Condottieri train in 18 seconds.
* Vikings: With patch 5.7, Chieftains makes Condottieri do +4 damage to camels instead of +2.
=== ''Definitive Edition'' ===
* With update 39284, Condottieri have 10 attack again.
* Aztecs: With update 37650, all military units are now created 11.1% faster.
* Tracking removed; all infantry instantly receive +2 LOS upon reaching the Feudal Age.
* Teutons: With update 35584, Condottieri have +1 melee armor. With update 36906, they have +2 melee armor.
* Italians: With update 39284, Pavise also affects Condottieri.
* Portuguese: With update 39284, Condottieri now cost 20% less gold.
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{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80|attack=[[Melee Armour|Melee]]: 10
[[Gunpowder Unit Armour|Gunpowder unit]]: 10
[[Standard Building Armour|Standard building]]: 2|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 10
[[Condottiero Armour|Condottiero]]: 0
[[Unique Unit Armour|Unique unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=1.9 Seconds|speed=1.2|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.75 Seconds}}
The '''Condottiero''' (plural '''Condottieri''') is the second unique unit of the Italians in ''Age of Empires II HD: The Forgotten''. A quick anti-gunpowder infantry unit, it can be trained at the Barracks upon reaching the Imperial Age. In ''The Forgotten'', a Castle was also required in order to train Condottieri. This requirement was removed in ''The African Kingdoms''. As a team bonus, the Condottiero is a shared unique unit, available to any players allied with an Italian player. It has no Elite version, unlike the Berbers' secondary unique unit, the Genitour.
<br />
== Tactics ==
The Condottiero has a large attack bonus against gunpowder units, and bonus armor which negates their anti-infantry damage. Thus, Condottieri are an effective counter for armies of Janissaries, Conquistadors, or Hand Cannoneers. In addition, Condottieri trade effectively against Halberdiers and Camel Riders, which are common auxiliary forces to protect gunpowder units and take down cavalry.
Condottieri move fast and have high hit points. They are also created quite quickly and don't need to be upgraded. Their comparatively high gold cost, however, makes them an expensive unit to field and sustain in the long run. Skirmishers are much more efficient at dealing with gunpowder units on a cost basis; also, siege units excel in general combat, which limits the Condottiero's use to an emergency counter to gunpowder.
Condottieri can be used as an expensive substitute for Champions. This can occur in situations where the player doesn't have the Champion upgrade at the ready or if the player's civilization doesn't have access to them (Tatars, Bulgarians, Ethiopians, Huns, Khmer, Malay, Mayans, and Persians). On the other hand, Condottieri can be a huge power spike during early Imperial Age, though as already mentioned, they are less and less cost efficient as time goes on.
For the specific case of the Malay, Two-Handed Swordsmen should not be substituted, but rather supplemented with Condottieri, forming a solid composition in late Imperial Age, with Condottieri chasing down archers and gunpowder units, using their superior speed. Halberdiers and Karambit Warriors can also be very good complements or alternatives, depending on the situation.
Even for civilizations that have access to great Champions, it should be considered to substitute them if enemies use many anti-infantry units. For example, an interesting play with be to couple Malian Condottieri with Gbetos, both possessing great mobility to raid enemy positions and supplement each other's weaknesses; Gbetos add firepower, whereas Malian Condottieri are tasked with shielding Gbetos against enemy ranged units. Although in more general situations, Skirmishers would be more cost-effective, since they effectively counters all gunpowder units (except siege) as well as the Arbalester, to which the Condottiero has little defense with no base pierce armor.
A practical, general example would be a scenario where the player has previously built several Barracks to train Pikemen or Halberdiers against a cavalry civilization, and in this case, and the opponent has chosen Hand Cannoneer as counter versus Pikes. In this case, if the player can afford the gold cost but isn't able to train Skirmishers right away, is recommended to train some Condottieri in order to diversify and gain a slight edge in battle, taking advantage of the Condottiero's more beefy stats. But as the player's gold starts draining out, Condottieri might be a dangerous choice for the player's economy, specially when the opponent can easily switch into other ranged unit.
Finally, their ability to be trained without upgrades upon reaching the Imperial Age makes them a suitable counter to gunpowder in Fast Imperial games, specially in closed maps like Arena, where it's common that battles initially happen in groups of small but powerful units. Here, training just a few Condottieri to take down enemy Bombard Cannons can inflict a tremendous damage on the opponent. In other cases, the mere presence of an Italian player can be a strong deterrent against the creation of gunpowder units, in order to prevent a disastrous scenario.
<br />
== Civilization bonuses ==
* Aztecs: Condottieri are created 11% faster.
* Burmese: Condotteri have +3 attack. Faith is 50% cheaper.
* Celts: Condottieri move 15% faster. Condottieri can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Condottieri are 20% cheaper.
* Goths: Condottieri are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Tracking (before the ''Definitive Edition'') and Squires is 100% faster.
* Italians: With Pavise researched, Condottieri have +1/+1 armor.
* Japanese: Condottieri attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Condottieri have +3 pierce armor.
* Portuguese: Condottieri cost 20% less gold.
* Slavs: Tracking is free (before DE, no effect after the ''Definitive Edition'')
* Spanish: Blacksmith upgrades that benefit Condottieri don't cost gold.
* Tatars: Condottieri deal 50% bonus damage from cliffs and elevations.
* Teutons: Condottieri have +2 melee armor.
* Vietnamese: Conscription is free.
* Vikings: Condottieri have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, Conscription is researched 25% faster.
* A team containing Goths: Condottieri are created 20% faster. Researching Tracking (before the ''Definitive Edition''), Squires, and Arson is 20% faster.
* A team containing Teutons: Condottieri are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching Infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Aztecs: All military units are created 18% faster.
* Condottieri require a Castle in order to be trained.
* Condottieri have 9 attack and 1 speed.
* Condottieri have 1 pierce armor.
* Condottieri train in 11 seconds.
=== ''The African Kingdoms'' ===
* Condottieri no longer require a Castle.
* Condottieri reskinned.
* Condottieri have 10 attack and 1.2 speed.
* Portuguese: Condottieri cost 15% less gold.
* With patch 4.8, Condottieri train in 13 seconds.
* Malians: On release, Condottieri incorrectly do not benefit from the civilization bonus and do not get any bonus pierce armor due to a bug. With patch 4.8, this was corrected, with Condottieri now benefiting from the civilization bonus and obtaining +3 pierce armor.
* Vikings: With patch 4.8, Chieftains affects Condottieri. It gives Condottieri +5 attack against cavalry.
* Vikings: With patch 4.8b, Chieftains gives Condottieri additional +2 attack against camel units.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Condottieri have 9 attack and 0 pierce armor.
* With patch 5.7, Condottieri have a unique armor class that essentially causes the Condottiero to resist bonus damage from gunpowder units (+10 armor), but not from other anti-infantry attacks.
* With patch 5.7, Condottieri train in 18 seconds.
* Vikings: With patch 5.7, Chieftains makes Condottieri do +4 damage to camels instead of +2.
=== ''Definitive Edition'' ===
* With update 39284, Condottieri have 10 attack again.
* Aztecs: With update 37650, all military units are now created 11.1% faster.
* Tracking removed; all infantry instantly receive +2 LOS upon reaching the Feudal Age.
* Teutons: With update 35584, Condottieri have +1 melee armor. With update 36906, they have +2 melee armor.
* Italians: With update 39284, Pavise also affects Condottieri.
* Portuguese: With update 39284, Condottieri now cost 20% less gold.
[[Category:Unit]]
[[Category:Object]]
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{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80|attack=[[Melee Armour|Melee]]: 10
[[Gunpowder Unit Armour|Gunpowder unit]]: 10
[[Standard Building Armour|Standard building]]: 2|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 10
[[Condottiero Armour|Condottiero]]: 0
[[Unique Unit Armour|Unique unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=1.9 Seconds|speed=1.2|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.75 Seconds}}
The '''Condottiero''' (plural '''Condottieri''') is the second unique unit of the Italians in ''Age of Empires II HD: The Forgotten''. A quick anti-gunpowder infantry unit, it can be trained at the Barracks upon reaching the Imperial Age. In ''The Forgotten'', a Castle was also required in order to train Condottieri. This requirement was removed in ''The African Kingdoms''. As a team bonus, the Condottiero is a shared unique unit, available to any players allied with an Italian player. It has no Elite version, unlike the Berbers' secondary unique unit, the Genitour.
<br />
== Tactics ==
The Condottiero has a large attack bonus against gunpowder units, and bonus armor which negates their anti-infantry damage. Thus, Condottieri are an effective counter for armies of Janissaries, Conquistadors, or Hand Cannoneers. In addition, Condottieri trade effectively against Halberdiers and Camel Riders, which are common auxiliary forces to protect gunpowder units and take down cavalry.
Condottieri move fast and have high hit points. They are also created quite quickly and don't need to be upgraded. Their comparatively high gold cost, however, makes them an expensive unit to field and sustain in the long run. Skirmishers are much more efficient at dealing with gunpowder units on a cost basis; also, siege units excel in general combat, which limits the Condottiero's use to an emergency counter to gunpowder.
Condottieri can be used as an expensive substitute for Champions. This can occur in situations where the player doesn't have the Champion upgrade at the ready or if the player's civilization doesn't have access to them (Tatars, Bulgarians, Ethiopians, Huns, Khmer, Malay, Mayans, and Persians). On the other hand, Condottieri can be a huge power spike during early Imperial Age, though as already mentioned, they are less and less cost efficient as time goes on.
For the specific case of the Malay, Two-Handed Swordsmen should not be substituted, but rather supplemented with Condottieri, forming a solid composition in late Imperial Age, with Condottieri chasing down archers and gunpowder units, using their superior speed. Halberdiers and Karambit Warriors can also be very good complements or alternatives, depending on the situation.
Even for civilizations that have access to great Champions, it should be considered to substitute them if enemies use many anti-infantry units. For example, an interesting play with be to couple Malian Condottieri with Gbetos, both possessing great mobility to raid enemy positions and supplement each other's weaknesses; Gbetos add firepower, whereas Malian Condottieri are tasked with shielding Gbetos against enemy ranged units. Although in more general situations, Skirmishers would be more cost-effective, since they effectively counters all gunpowder units (except siege) as well as the Arbalester, to which the Condottiero has little defense with no base pierce armor.
A practical, general example would be a scenario where the player has previously built several Barracks to train Pikemen or Halberdiers against a cavalry civilization, and in this case, and the opponent has chosen Hand Cannoneer as counter versus Pikes. In this case, if the player can afford the gold cost but isn't able to train Skirmishers right away, is recommended to train some Condottieri in order to diversify and gain a slight edge in battle, taking advantage of the Condottiero's more beefy stats. But as the player's gold starts draining out, Condottieri might be a dangerous choice for the player's economy, specially when the opponent can easily switch into other ranged unit.
Finally, their ability to be trained without upgrades upon reaching the Imperial Age makes them a suitable counter to gunpowder in Fast Imperial games, specially in closed maps like Arena, where it's common that battles initially happen in groups of small but powerful units. Here, training just a few Condottieri to take down enemy Bombard Cannons can inflict a tremendous damage on the opponent. In other cases, the mere presence of an Italian player can be a strong deterrent against the creation of gunpowder units, in order to prevent a disastrous scenario.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Available With an Italian ally
|-
|{{Italians icon}}
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Condottieri are created 11% faster.
* Burmese: Condotteri have +3 attack. Faith is 50% cheaper.
* Celts: Condottieri move 15% faster. Condottieri can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Condottieri are 20% cheaper.
* Goths: Condottieri are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Tracking (before the ''Definitive Edition'') and Squires is 100% faster.
* Italians: With Pavise researched, Condottieri have +1/+1 armor.
* Japanese: Condottieri attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Condottieri have +3 pierce armor.
* Portuguese: Condottieri cost 20% less gold.
* Slavs: Tracking is free (before DE, no effect after the ''Definitive Edition'')
* Spanish: Blacksmith upgrades that benefit Condottieri don't cost gold.
* Tatars: Condottieri deal 50% bonus damage from cliffs and elevations.
* Teutons: Condottieri have +2 melee armor.
* Vietnamese: Conscription is free.
* Vikings: Condottieri have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, Conscription is researched 25% faster.
* A team containing Goths: Condottieri are created 20% faster. Researching Tracking (before the ''Definitive Edition''), Squires, and Arson is 20% faster.
* A team containing Teutons: Condottieri are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching Infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Aztecs: All military units are created 18% faster.
* Condottieri require a Castle in order to be trained.
* Condottieri have 9 attack and 1 speed.
* Condottieri have 1 pierce armor.
* Condottieri train in 11 seconds.
=== ''The African Kingdoms'' ===
* Condottieri no longer require a Castle.
* Condottieri reskinned.
* Condottieri have 10 attack and 1.2 speed.
* Portuguese: Condottieri cost 15% less gold.
* With patch 4.8, Condottieri train in 13 seconds.
* Malians: On release, Condottieri incorrectly do not benefit from the civilization bonus and do not get any bonus pierce armor due to a bug. With patch 4.8, this was corrected, with Condottieri now benefiting from the civilization bonus and obtaining +3 pierce armor.
* Vikings: With patch 4.8, Chieftains affects Condottieri. It gives Condottieri +5 attack against cavalry.
* Vikings: With patch 4.8b, Chieftains gives Condottieri additional +2 attack against camel units.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Condottieri have 9 attack and 0 pierce armor.
* With patch 5.7, Condottieri have a unique armor class that essentially causes the Condottiero to resist bonus damage from gunpowder units (+10 armor), but not from other anti-infantry attacks.
* With patch 5.7, Condottieri train in 18 seconds.
* Vikings: With patch 5.7, Chieftains makes Condottieri do +4 damage to camels instead of +2.
=== ''Definitive Edition'' ===
* With update 39284, Condottieri have 10 attack again.
* Aztecs: With update 37650, all military units are now created 11.1% faster.
* Tracking removed; all infantry instantly receive +2 LOS upon reaching the Feudal Age.
* Teutons: With update 35584, Condottieri have +1 melee armor. With update 36906, they have +2 melee armor.
* Italians: With update 39284, Pavise also affects Condottieri.
* Portuguese: With update 39284, Condottieri now cost 20% less gold.
[[Category:Unit]]
[[Category:Object]]
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{{Object_infobox|image1=file:Condottiero icon.png|introduced_in:=The forgotten|age:=Imperial age|created_by:=Barracks|creation_time=18 Seconds|food=50|gold=35|health_points=80|attack=[[Melee Armour|Melee]]: 10
[[Gunpowder Unit Armour|Gunpowder unit]]: 10
[[Standard Building Armour|Standard building]]: 2
[[Camel Armour|Camel]]: 0|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 10
[[Condottiero Armour|Condottiero]]: 0
[[Unique Unit Armour|Unique unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=1.9 Seconds|speed=1.2|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.75 Seconds}}
The '''Condottiero''' (plural '''Condottieri''') is the second unique unit of the Italians in ''Age of Empires II HD: The Forgotten''. A quick anti-gunpowder infantry unit, it can be trained at the Barracks upon reaching the Imperial Age. In ''The Forgotten'', a Castle was also required in order to train Condottieri. This requirement was removed in ''The African Kingdoms''. As a team bonus, the Condottiero is a shared unique unit, available to any players allied with an Italian player. It has no Elite version, unlike the Berbers' secondary unique unit, the Genitour.
<br />
== Tactics ==
The Condottiero has a large attack bonus against gunpowder units, and bonus armor which negates their anti-infantry damage. Thus, Condottieri are an effective counter for armies of Janissaries, Conquistadors, or Hand Cannoneers. In addition, Condottieri trade effectively against Halberdiers and Camel Riders, which are common auxiliary forces to protect gunpowder units and take down cavalry.
Condottieri move fast and have high hit points. They are also created quite quickly and don't need to be upgraded. Their comparatively high gold cost, however, makes them an expensive unit to field and sustain in the long run. Skirmishers are much more efficient at dealing with gunpowder units on a cost basis; also, siege units excel in general combat, which limits the Condottiero's use to an emergency counter to gunpowder.
Condottieri can be used as an expensive substitute for Champions. This can occur in situations where the player doesn't have the Champion upgrade at the ready or if the player's civilization doesn't have access to them (Tatars, Bulgarians, Ethiopians, Huns, Khmer, Malay, Mayans, and Persians). On the other hand, Condottieri can be a huge power spike during early Imperial Age, though as already mentioned, they are less and less cost efficient as time goes on.
For the specific case of the Malay, Two-Handed Swordsmen should not be substituted, but rather supplemented with Condottieri, forming a solid composition in late Imperial Age, with Condottieri chasing down archers and gunpowder units, using their superior speed. Halberdiers and Karambit Warriors can also be very good complements or alternatives, depending on the situation.
Even for civilizations that have access to great Champions, it should be considered to substitute them if enemies use many anti-infantry units. For example, an interesting play with be to couple Malian Condottieri with Gbetos, both possessing great mobility to raid enemy positions and supplement each other's weaknesses; Gbetos add firepower, whereas Malian Condottieri are tasked with shielding Gbetos against enemy ranged units. Although in more general situations, Skirmishers would be more cost-effective, since they effectively counters all gunpowder units (except siege) as well as the Arbalester, to which the Condottiero has little defense with no base pierce armor.
A practical, general example would be a scenario where the player has previously built several Barracks to train Pikemen or Halberdiers against a cavalry civilization, and in this case, and the opponent has chosen Hand Cannoneer as counter versus Pikes. In this case, if the player can afford the gold cost but isn't able to train Skirmishers right away, is recommended to train some Condottieri in order to diversify and gain a slight edge in battle, taking advantage of the Condottiero's more beefy stats. But as the player's gold starts draining out, Condottieri might be a dangerous choice for the player's economy, specially when the opponent can easily switch into other ranged unit.
Finally, their ability to be trained without upgrades upon reaching the Imperial Age makes them a suitable counter to gunpowder in Fast Imperial games, specially in closed maps like Arena, where it's common that battles initially happen in groups of small but powerful units. Here, training just a few Condottieri to take down enemy Bombard Cannons can inflict a tremendous damage on the opponent. In other cases, the mere presence of an Italian player can be a strong deterrent against the creation of gunpowder units, in order to prevent a disastrous scenario.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Available With an Italian ally
|-
|{{Italians icon}}
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Condottieri are created 11% faster.
* Burmese: Condotteri have +3 attack. Faith is 50% cheaper.
* Celts: Condottieri move 15% faster. Condottieri can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Condottieri are 20% cheaper.
* Goths: Condottieri are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Tracking (before the ''Definitive Edition'') and Squires is 100% faster.
* Italians: With Pavise researched, Condottieri have +1/+1 armor.
* Japanese: Condottieri attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Condottieri have +3 pierce armor.
* Portuguese: Condottieri cost 20% less gold.
* Slavs: Tracking is free (before DE, no effect after the ''Definitive Edition'')
* Spanish: Blacksmith upgrades that benefit Condottieri don't cost gold.
* Tatars: Condottieri deal 50% bonus damage from cliffs and elevations.
* Teutons: Condottieri have +2 melee armor.
* Vietnamese: Conscription is free.
* Vikings: Condottieri have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, Conscription is researched 25% faster.
* A team containing Goths: Condottieri are created 20% faster. Researching Tracking (before the ''Definitive Edition''), Squires, and Arson is 20% faster.
* A team containing Teutons: Condottieri are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching Infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Aztecs: All military units are created 18% faster.
* Condottieri require a Castle in order to be trained.
* Condottieri have 9 attack and 1 speed.
* Condottieri have 1 pierce armor.
* Condottieri train in 11 seconds.
=== ''The African Kingdoms'' ===
* Condottieri no longer require a Castle.
* Condottieri reskinned.
* Condottieri have 10 attack and 1.2 speed.
* Portuguese: Condottieri cost 15% less gold.
* With patch 4.8, Condottieri train in 13 seconds.
* Malians: On release, Condottieri incorrectly do not benefit from the civilization bonus and do not get any bonus pierce armor due to a bug. With patch 4.8, this was corrected, with Condottieri now benefiting from the civilization bonus and obtaining +3 pierce armor.
* Vikings: With patch 4.8, Chieftains affects Condottieri. It gives Condottieri +5 attack against cavalry.
* Vikings: With patch 4.8b, Chieftains gives Condottieri additional +2 attack against camel units.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Condottieri have 9 attack and 0 pierce armor.
* With patch 5.7, Condottieri have a unique armor class that essentially causes the Condottiero to resist bonus damage from gunpowder units (+10 armor), but not from other anti-infantry attacks.
* With patch 5.7, Condottieri train in 18 seconds.
* Vikings: With patch 5.7, Chieftains makes Condottieri do +4 damage to camels instead of +2.
=== ''Definitive Edition'' ===
* With update 39284, Condottieri have 10 attack again.
* Aztecs: With update 37650, all military units are now created 11.1% faster.
* Tracking removed; all infantry instantly receive +2 LOS upon reaching the Feudal Age.
* Teutons: With update 35584, Condottieri have +1 melee armor. With update 36906, they have +2 melee armor.
* Italians: With update 39284, Pavise also affects Condottieri.
* Portuguese: With update 39284, Condottieri now cost 20% less gold.
[[Category:Unit]]
[[Category:Object]]
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Condottiero Armour
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{{Armour_class_infobox|image1=file:Condottiero icon.png|armour_class_id:=32|introduced_in:=Rise of the Rajas}}
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{{Armour_class_infobox|image1=file:Condottiero icon.png|armour_class_id:=32|introduced_in:=Rise of the Rajas}}
[[Category:Armour class]]
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{{Armour_class_infobox|image1=file:Condottiero icon.png|armour_class_id:=32|introduced_in:=Rise of the Rajas}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base condottiero damage ==
== Objects with base condottiero armour ==
0 armour:
* [[Condottiero]]
[[Category:Armour class]]
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Crossbowman
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{{Object_infobox|image1=File:Crossbowman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Archery range|creation_time=27|wood=25|gold=45|health_points=35|accuracy=85%|attack=[[Pierce armour|Pierce]]: 5
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Crossbowman''' is an archer unit that can be trained at the Archery Range once the Castle Age is reached. It is good against infantry and Villagers, but struggles against cavalry, Skirmishers, and siege weapons.
Crossbowmen are available to all civilizations except for the Bulgarians and Spanish.
<br />
== Tactics ==
Upgrading to Crossbowman reduces the training time of Archers from 35 seconds to 27 seconds, making this a critical upgrade if the chosen strategy is/involves massing Archers. Archers get considerably stronger in larger numbers by getting the capability of killing enemy melee units before they can close the gap and attack. Creating Crossbowmen is a good choice as they are cheap to produce and provide good covering fire. They work especially well with infantry in this regard. On the offense, it is better to put Crossbowmen in a group of melee infantry as ranged attacks are weak against buildings. The Spearman line is an excellent deterrent for cavalry, while friendly cavalry can counter siege units and Skirmishers.
If the player already invested in a Feudal Age Archer rush, upgrading to Crossbowman should be a top priority. In the Castle Age, the main counters to archers become available: Knights and Mangonels. Knights have high pierce armor, high HP, and fast speed, allowing them to decimate archers if both are in small numbers. When the archers reach a critical mass however (and preferably are entrenched in a tight space), they can kill Knights in one volley, evening the odds, or even overcoming them. Mixing in a few Spearmen, or their upgrade, the Pikeman, can also help fending off Knights, but this is taxing on the economy. Mangonels are an effective pair to crossbowmen. They have a high Area of Effect attack, allowing them to quickly and cost effectively mow down large groups of archers. A fight between archers and mangonels comes down to which player has better micromanagement. A good supplement to archers against Mangonels are Light Cavalry or Knights, but again, this is rather taxing on the economy.
Another counter to Crossbowmen are Elite Skirmishers, who cost no gold, but their drawback is that their only use is against archers, as they are woefully ineffective at fighting other units, and they are also poor raiding units.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Spanish icon}}
|}
== Civilization bonuses ==
* Aztecs: Crossbowmen are created 11% faster.
* Britons: Crossbowmen have +1/+2 range in the Castle/Imperial Age.
* Burmese: Researching Faith is 50% cheaper.
* Celts: Crossbowmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Crossbowmen are 15%/20% cheaper in the Castle/Imperial Age.
* Ethiopians: Crossbowmen fire 18% faster.
* Mayans: Crossbowmen are 20%/30% cheaper in the Castle/Imperial Age.
* Portuguese: Crossbowmen cost 20% less gold. Upgrades that benefit Crossbowmen are researched 30% faster.
* Tatars: Crossbowmen deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Crossbowmen have +20% hit points. Conscription is free.
* Koreans: Crossbowmen cost 20% less wood. Armor upgrades are free.
* Saracens: Crossbowmen deal +3 bonus damage against buildings
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Crossbowmen are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Crossbowmen have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Crossbowmen have +2 attack against buildings.
* A team containing Teutons: Crossbowmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Crossbowmen receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Crossbowmen +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Crossbowmen.
* Mayans: Obsidian Arrows now gives Crossbowmen +6 attack against buildings. With patch 4.8, Crossbowmen also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Crossbowmen had +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially Crossbowmen cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Crossbowmen deal +3 bonus damage against buildings.
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{{Object_infobox|image1=File:Crossbowman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Archery range|creation_time=27|wood=25|gold=45|health_points=35|accuracy=85%|attack=[[Pierce armour|Pierce]]: 5
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Crossbowman''' is an archer unit that can be trained at the Archery Range once the Castle Age is reached. It is good against infantry and Villagers, but struggles against cavalry, Skirmishers, and siege weapons.
Crossbowmen are available to all civilizations except for the Bulgarians and Spanish.
<br />
== Tactics ==
Upgrading to Crossbowman reduces the training time of Archers from 35 seconds to 27 seconds, making this a critical upgrade if the chosen strategy is/involves massing Archers. Archers get considerably stronger in larger numbers by getting the capability of killing enemy melee units before they can close the gap and attack. Creating Crossbowmen is a good choice as they are cheap to produce and provide good covering fire. They work especially well with infantry in this regard. On the offense, it is better to put Crossbowmen in a group of melee infantry as ranged attacks are weak against buildings. The Spearman line is an excellent deterrent for cavalry, while friendly cavalry can counter siege units and Skirmishers.
If the player already invested in a Feudal Age Archer rush, upgrading to Crossbowman should be a top priority. In the Castle Age, the main counters to archers become available: Knights and Mangonels. Knights have high pierce armor, high HP, and fast speed, allowing them to decimate archers if both are in small numbers. When the archers reach a critical mass however (and preferably are entrenched in a tight space), they can kill Knights in one volley, evening the odds, or even overcoming them. Mixing in a few Spearmen, or their upgrade, the Pikeman, can also help fending off Knights, but this is taxing on the economy. Mangonels are an effective pair to crossbowmen. They have a high Area of Effect attack, allowing them to quickly and cost effectively mow down large groups of archers. A fight between archers and mangonels comes down to which player has better micromanagement. A good supplement to archers against Mangonels are Light Cavalry or Knights, but again, this is rather taxing on the economy.
Another counter to Crossbowmen are Elite Skirmishers, who cost no gold, but their drawback is that their only use is against archers, as they are woefully ineffective at fighting other units, and they are also poor raiding units.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Spanish icon}}
|}
== Civilization bonuses ==
* Aztecs: Crossbowmen are created 11% faster.
* Britons: Crossbowmen have +1/+2 range in the Castle/Imperial Age.
* Burmese: Researching Faith is 50% cheaper.
* Celts: Crossbowmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Crossbowmen are 15%/20% cheaper in the Castle/Imperial Age.
* Ethiopians: Crossbowmen fire 18% faster.
* Mayans: Crossbowmen are 20%/30% cheaper in the Castle/Imperial Age.
* Portuguese: Crossbowmen cost 20% less gold. Upgrades that benefit Crossbowmen are researched 30% faster.
* Tatars: Crossbowmen deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Crossbowmen have +20% hit points. Conscription is free.
* Koreans: Crossbowmen cost 20% less wood. Armor upgrades are free.
* Saracens: Crossbowmen deal +3 bonus damage against buildings
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Crossbowmen are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Crossbowmen have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Crossbowmen have +2 attack against buildings.
* A team containing Teutons: Crossbowmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Crossbowmen receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Crossbowmen +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Crossbowmen.
* Mayans: Obsidian Arrows now gives Crossbowmen +6 attack against buildings. With patch 4.8, Crossbowmen also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Crossbowmen had +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially Crossbowmen cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Crossbowmen deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=File:Crossbowman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Archery range|creation_time=27|wood=25|gold=45|health_points=35|accuracy=85%|attack=[[Pierce armour|Pierce]]: 5
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Crossbowman''' is an archer unit that can be trained at the Archery Range once the Castle Age is reached. It is good against infantry and Villagers, but struggles against cavalry, Skirmishers, and siege weapons.
Crossbowmen are available to all civilizations except for the Bulgarians and Spanish.
<br />
== Tactics ==
Upgrading to Crossbowman reduces the training time of Archers from 35 seconds to 27 seconds, making this a critical upgrade if the chosen strategy is/involves massing Archers. Archers get considerably stronger in larger numbers by getting the capability of killing enemy melee units before they can close the gap and attack. Creating Crossbowmen is a good choice as they are cheap to produce and provide good covering fire. They work especially well with infantry in this regard. On the offense, it is better to put Crossbowmen in a group of melee infantry as ranged attacks are weak against buildings. The Spearman line is an excellent deterrent for cavalry, while friendly cavalry can counter siege units and Skirmishers.
If the player already invested in a Feudal Age Archer rush, upgrading to Crossbowman should be a top priority. In the Castle Age, the main counters to archers become available: Knights and Mangonels. Knights have high pierce armor, high HP, and fast speed, allowing them to decimate archers if both are in small numbers. When the archers reach a critical mass however (and preferably are entrenched in a tight space), they can kill Knights in one volley, evening the odds, or even overcoming them. Mixing in a few Spearmen, or their upgrade, the Pikeman, can also help fending off Knights, but this is taxing on the economy. Mangonels are an effective pair to crossbowmen. They have a high Area of Effect attack, allowing them to quickly and cost effectively mow down large groups of archers. A fight between archers and mangonels comes down to which player has better micromanagement. A good supplement to archers against Mangonels are Light Cavalry or Knights, but again, this is rather taxing on the economy.
Another counter to Crossbowmen are Elite Skirmishers, who cost no gold, but their drawback is that their only use is against archers, as they are woefully ineffective at fighting other units, and they are also poor raiding units.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Spanish icon}}
|}
== Civilization bonuses ==
* Aztecs: Crossbowmen are created 11% faster.
* Britons: Crossbowmen have +1/+2 range in the Castle/Imperial Age.
* Burmese: Researching Faith is 50% cheaper.
* Celts: Crossbowmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Crossbowmen are 15%/20% cheaper in the Castle/Imperial Age.
* Ethiopians: Crossbowmen fire 18% faster.
* Mayans: Crossbowmen are 20%/30% cheaper in the Castle/Imperial Age.
* Portuguese: Crossbowmen cost 20% less gold. Upgrades that benefit Crossbowmen are researched 30% faster.
* Tatars: Crossbowmen deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Crossbowmen have +20% hit points. Conscription is free.
* Koreans: Crossbowmen cost 20% less wood. Armor upgrades are free.
* Saracens: Crossbowmen deal +3 bonus damage against buildings
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Crossbowmen are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Crossbowmen have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Crossbowmen have +2 attack against buildings.
* A team containing Teutons: Crossbowmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Crossbowmen receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Crossbowmen +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Crossbowmen.
* Mayans: Obsidian Arrows now gives Crossbowmen +6 attack against buildings. With patch 4.8, Crossbowmen also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Crossbowmen had +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially Crossbowmen cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Crossbowmen deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
ig3rszjtqfqwplvgasae363nxjdh3ov
992
965
2021-01-18T02:56:42Z
Striker the Third
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/* Civilization availability */
992
wikitext
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{{Object_infobox|image1=File:Crossbowman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Archery range|creation_time=27|wood=25|gold=45|health_points=35|accuracy=85%|attack=[[Pierce armour|Pierce]]: 5
[[Spearman armour|Spearman]]: 3|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Crossbowman''' is an archer unit that can be trained at the Archery Range once the Castle Age is reached. It is good against infantry and Villagers, but struggles against cavalry, Skirmishers, and siege weapons.
Crossbowmen are available to all civilizations except for the Bulgarians and Spanish.
<br />
== Tactics ==
Upgrading to Crossbowman reduces the training time of Archers from 35 seconds to 27 seconds, making this a critical upgrade if the chosen strategy is/involves massing Archers. Archers get considerably stronger in larger numbers by getting the capability of killing enemy melee units before they can close the gap and attack. Creating Crossbowmen is a good choice as they are cheap to produce and provide good covering fire. They work especially well with infantry in this regard. On the offense, it is better to put Crossbowmen in a group of melee infantry as ranged attacks are weak against buildings. The Spearman line is an excellent deterrent for cavalry, while friendly cavalry can counter siege units and Skirmishers.
If the player already invested in a Feudal Age Archer rush, upgrading to Crossbowman should be a top priority. In the Castle Age, the main counters to archers become available: Knights and Mangonels. Knights have high pierce armor, high HP, and fast speed, allowing them to decimate archers if both are in small numbers. When the archers reach a critical mass however (and preferably are entrenched in a tight space), they can kill Knights in one volley, evening the odds, or even overcoming them. Mixing in a few Spearmen, or their upgrade, the Pikeman, can also help fending off Knights, but this is taxing on the economy. Mangonels are an effective pair to crossbowmen. They have a high Area of Effect attack, allowing them to quickly and cost effectively mow down large groups of archers. A fight between archers and mangonels comes down to which player has better micromanagement. A good supplement to archers against Mangonels are Light Cavalry or Knights, but again, this is rather taxing on the economy.
Another counter to Crossbowmen are Elite Skirmishers, who cost no gold, but their drawback is that their only use is against archers, as they are woefully ineffective at fighting other units, and they are also poor raiding units.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Spanish icon}}
|}
== Civilization bonuses ==
* Aztecs: Crossbowmen are created 11% faster.
* Britons: Crossbowmen have +1/+2 range in the Castle/Imperial Age.
* Burmese: Researching Faith is 50% cheaper.
* Celts: Crossbowmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Crossbowmen are 15%/20% cheaper in the Castle/Imperial Age.
* Ethiopians: Crossbowmen fire 18% faster.
* Mayans: Crossbowmen are 20%/30% cheaper in the Castle/Imperial Age.
* Portuguese: Crossbowmen cost 20% less gold. Upgrades that benefit Crossbowmen are researched 30% faster.
* Tatars: Crossbowmen deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Crossbowmen have +20% hit points. Conscription is free.
* Koreans: Crossbowmen cost 20% less wood. Armor upgrades are free.
* Saracens: Crossbowmen deal +3 bonus damage against buildings
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Crossbowmen are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Crossbowmen have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Crossbowmen have +2 attack against buildings.
* A team containing Teutons: Crossbowmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Crossbowmen receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Crossbowmen +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Crossbowmen.
* Mayans: Obsidian Arrows now gives Crossbowmen +6 attack against buildings. With patch 4.8, Crossbowmen also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Crossbowmen had +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially Crossbowmen cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Crossbowmen deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
5hcoizfb6g9rcddgj7gkne7rbaij2y0
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{{Object_infobox|image1=File:Crossbowman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Archery range|creation_time=27|wood=25|gold=45|health_points=35|accuracy=85%|attack=[[Pierce armour|Pierce]]: 5
[[Spearman armour|Spearman]]: 3
[[Ram Armour|Ram]]: 0
[[Standard Building Armour|Standard Building]]: 0
[[Stone Defense Armour|Stone Defense]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Archer armour|Archer]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.96|line_of_sight=7|range=5|projectile_speed=7|attack_delay=0.35 seconds}}
The '''Crossbowman''' is an archer unit that can be trained at the Archery Range once the Castle Age is reached. It is good against infantry and Villagers, but struggles against cavalry, Skirmishers, and siege weapons.
Crossbowmen are available to all civilizations except for the Bulgarians and Spanish.
<br />
== Tactics ==
Upgrading to Crossbowman reduces the training time of Archers from 35 seconds to 27 seconds, making this a critical upgrade if the chosen strategy is/involves massing Archers. Archers get considerably stronger in larger numbers by getting the capability of killing enemy melee units before they can close the gap and attack. Creating Crossbowmen is a good choice as they are cheap to produce and provide good covering fire. They work especially well with infantry in this regard. On the offense, it is better to put Crossbowmen in a group of melee infantry as ranged attacks are weak against buildings. The Spearman line is an excellent deterrent for cavalry, while friendly cavalry can counter siege units and Skirmishers.
If the player already invested in a Feudal Age Archer rush, upgrading to Crossbowman should be a top priority. In the Castle Age, the main counters to archers become available: Knights and Mangonels. Knights have high pierce armor, high HP, and fast speed, allowing them to decimate archers if both are in small numbers. When the archers reach a critical mass however (and preferably are entrenched in a tight space), they can kill Knights in one volley, evening the odds, or even overcoming them. Mixing in a few Spearmen, or their upgrade, the Pikeman, can also help fending off Knights, but this is taxing on the economy. Mangonels are an effective pair to crossbowmen. They have a high Area of Effect attack, allowing them to quickly and cost effectively mow down large groups of archers. A fight between archers and mangonels comes down to which player has better micromanagement. A good supplement to archers against Mangonels are Light Cavalry or Knights, but again, this is rather taxing on the economy.
Another counter to Crossbowmen are Elite Skirmishers, who cost no gold, but their drawback is that their only use is against archers, as they are woefully ineffective at fighting other units, and they are also poor raiding units.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Bulgarians icon}}{{Spanish icon}}
|}
== Civilization bonuses ==
* Aztecs: Crossbowmen are created 11% faster.
* Britons: Crossbowmen have +1/+2 range in the Castle/Imperial Age.
* Burmese: Researching Faith is 50% cheaper.
* Celts: Crossbowmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Crossbowmen are 15%/20% cheaper in the Castle/Imperial Age.
* Ethiopians: Crossbowmen fire 18% faster.
* Mayans: Crossbowmen are 20%/30% cheaper in the Castle/Imperial Age.
* Portuguese: Crossbowmen cost 20% less gold. Upgrades that benefit Crossbowmen are researched 30% faster.
* Tatars: Crossbowmen deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Crossbowmen have +20% hit points. Conscription is free.
* Koreans: Crossbowmen cost 20% less wood. Armor upgrades are free.
* Saracens: Crossbowmen deal +3 bonus damage against buildings
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Crossbowmen are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Magyars: Crossbowmen have +2 LOS.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Crossbowmen have +2 attack against buildings.
* A team containing Teutons: Crossbowmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Crossbowmen receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
* Mayans: Obsidian Arrows introduced. It gives Crossbowmen +4 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Italians: Pavise now affects Crossbowmen.
* Mayans: Obsidian Arrows now gives Crossbowmen +6 attack against buildings. With patch 4.8, Crossbowmen also gain +6 attack against stone defense.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Crossbowmen had +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Persians: Kamandaran technology introduced in replacement for Boiling Oil.
* Koreans: Initially Crossbowmen cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 42848, technologies are researched 30% faster.
* Saracens: Crossbowmen deal +3 bonus damage against buildings.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
[[Category:Archer Line]]
4wdxzfn970l3gn34l73hxdgewazvgdf
Eagle Scout
0
520
725
2020-12-21T04:42:58Z
Striker the Third
34531925
Created page with "{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds Feudal age: 60 seconds..."
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{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds
Feudal age: 60 seconds
Castle age: 35 seconds
imperial age: 35 seconds|food=20|gold=50|health_points=50|attack=[[Melee Armour|Melee]]: 4 (+3 in the castle age for Mesoamerican civilizations)
[[Monk Armour|Monk]]: 8
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Cavalry Armour|Cavalry]]: 2
[[Camel Armour|Camel]]: 1
[[Ship Armour|Ship]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.1|line_of_sight=Dark age: 5
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds}}
The '''Eagle Scout''' is a Native American infantry unit in ''Age of Empires II HD: The Forgotten'' that can be trained at the Barracks once the Feudal Age is reached. When it was introduced, it took the old design of the Eagle Warrior, and the Eagle Warrior and its Elite counterpart got a new design.
Upon its introduction in ''The Forgotten'', the Eagle Scout was only available in the Castle Age. That was changed in ''The African Kingdoms'' to give the Native American civilizations a substitute for the Scout Cavalry in the Feudal Age.
The Eagle line replaces the cavalry for the Native American civilizations. Therefore, the Eagle Scout (Eagle Warrior in ''The Conquerors'') is the starting scouting unit for them.
Because of the lack of counters in the Feudal Age, the Eagle Scout takes 60 seconds to train. Once the Castle Age is reached, the training time is decreased to 35 seconds. The Eagles Scout also receives a +3 base attack buff, as well as +2 attack bonus against cavalry and +1 attack bonus against camels and ships.
<br />
== Tactics ==
Eagle Scouts move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus (in the Castle Age), however, almost every other infantry unit deals bonus damage against Eagle Scouts. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
In the Feudal Age, the Eagle Scout is a very powerful military unit that excels at taking out enemy Villagers with the hit-and-run tactic. They are significantly slower than the Scout Cavalry, but it is much harder to counter them, since Spearmen are not such a threat against them and Archers do not deal a lot of damage. In order to perform an Eagle rush, however, the player will need much gold and at least two Barracks, which may be difficult to perform.
Since Native American civilizations have Eagle Scouts instead of a Scout Cavalry, exploring the map becomes different for those civilizations, as Eagle Scouts are slower, but have an extensive Line of Sight. In ''The Forgotten'', Eagle Scouts can only be trained in the Castle and Imperial Age, so it is important to be careful when scouting to avoid losing it. But that was changed in ''The African Kingdoms'' and the Eagle Scout is now available from the Feudal Age on. Also, as with all other infantry units, researching Tracking and Squires is important.
It is worth noting that the upgrade to the Eagle Warrior, while cheap, only offers little improvement (+5 HP, +1 pierce armor, and +0.05 speed). Therefore, it should be postponed in favor of training troops and researching technologies with wider use, such as Squires or Iron Casting.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Scouts are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Scouts are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Scouts are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Eagle Scouts become available in the Castle Age where they take 32 seconds to train.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Incas: Couriers gives Eagle Scouts +10% movement speed.
=== ''The African Kingdoms'' ===
* Eagle Scouts now become available in the Feudal Age where they train in 60 seconds (in the Castle Age, they still train in 32 seconds).
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* Eagle Scouts now take 35 seconds to train from the Castle Age on.
=== ''Definitive Edition'' ===
* Eagle Scout -1 line of sight and search radius in the Dark Age.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
cy8lfefjgodfrabxif9pev5tglxyhzt
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{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds
Feudal age: 60 seconds
Castle age: 35 seconds
Imperial age: 35 seconds|food=20|gold=50|health_points=50|attack=[[Melee Armour|Melee]]: 4 (+3 in the castle age for Mesoamerican civilizations)
[[Monk Armour|Monk]]: 8
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Cavalry Armour|Cavalry]]: 2
[[Camel Armour|Camel]]: 1
[[Ship Armour|Ship]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.1|line_of_sight=Dark age: 5
Feudal age: 8
Castle age: 8
Imperial age: 8|attack_delay=0.8 seconds}}
The '''Eagle Scout''' is a Native American infantry unit in ''Age of Empires II HD: The Forgotten'' that can be trained at the Barracks once the Feudal Age is reached. When it was introduced, it took the old design of the Eagle Warrior, and the Eagle Warrior and its Elite counterpart got a new design.
Upon its introduction in ''The Forgotten'', the Eagle Scout was only available in the Castle Age. That was changed in ''The African Kingdoms'' to give the Native American civilizations a substitute for the Scout Cavalry in the Feudal Age.
The Eagle line replaces the cavalry for the Native American civilizations. Therefore, the Eagle Scout (Eagle Warrior in ''The Conquerors'') is the starting scouting unit for them.
Because of the lack of counters in the Feudal Age, the Eagle Scout takes 60 seconds to train. Once the Castle Age is reached, the training time is decreased to 35 seconds. The Eagles Scout also receives a +3 base attack buff, as well as +2 attack bonus against cavalry and +1 attack bonus against camels and ships.
<br />
== Tactics ==
Eagle Scouts move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus (in the Castle Age), however, almost every other infantry unit deals bonus damage against Eagle Scouts. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
In the Feudal Age, the Eagle Scout is a very powerful military unit that excels at taking out enemy Villagers with the hit-and-run tactic. They are significantly slower than the Scout Cavalry, but it is much harder to counter them, since Spearmen are not such a threat against them and Archers do not deal a lot of damage. In order to perform an Eagle rush, however, the player will need much gold and at least two Barracks, which may be difficult to perform.
Since Native American civilizations have Eagle Scouts instead of a Scout Cavalry, exploring the map becomes different for those civilizations, as Eagle Scouts are slower, but have an extensive Line of Sight. In ''The Forgotten'', Eagle Scouts can only be trained in the Castle and Imperial Age, so it is important to be careful when scouting to avoid losing it. But that was changed in ''The African Kingdoms'' and the Eagle Scout is now available from the Feudal Age on. Also, as with all other infantry units, researching Tracking and Squires is important.
It is worth noting that the upgrade to the Eagle Warrior, while cheap, only offers little improvement (+5 HP, +1 pierce armor, and +0.05 speed). Therefore, it should be postponed in favor of training troops and researching technologies with wider use, such as Squires or Iron Casting.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Scouts are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Scouts are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Scouts are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Eagle Scouts become available in the Castle Age where they take 32 seconds to train.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Incas: Couriers gives Eagle Scouts +10% movement speed.
=== ''The African Kingdoms'' ===
* Eagle Scouts now become available in the Feudal Age where they train in 60 seconds (in the Castle Age, they still train in 32 seconds).
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* Eagle Scouts now take 35 seconds to train from the Castle Age on.
=== ''Definitive Edition'' ===
* Eagle Scout -1 line of sight and search radius in the Dark Age.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
ewl86m66xvxlvo6gg8475h8taluipug
729
726
2020-12-21T04:52:16Z
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Adding categories
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{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds
Feudal age: 60 seconds
Castle age: 35 seconds
Imperial age: 35 seconds|food=20|gold=50|health_points=50|attack=[[Melee Armour|Melee]]: 4 (+3 in the castle age for Mesoamerican civilizations)
[[Monk Armour|Monk]]: 8
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Cavalry Armour|Cavalry]]: 2
[[Camel Armour|Camel]]: 1
[[Ship Armour|Ship]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.1|line_of_sight=Dark age: 5
Feudal age: 8
Castle age: 8
Imperial age: 8|attack_delay=0.8 seconds}}
The '''Eagle Scout''' is a Native American infantry unit in ''Age of Empires II HD: The Forgotten'' that can be trained at the Barracks once the Feudal Age is reached. When it was introduced, it took the old design of the Eagle Warrior, and the Eagle Warrior and its Elite counterpart got a new design.
Upon its introduction in ''The Forgotten'', the Eagle Scout was only available in the Castle Age. That was changed in ''The African Kingdoms'' to give the Native American civilizations a substitute for the Scout Cavalry in the Feudal Age.
The Eagle line replaces the cavalry for the Native American civilizations. Therefore, the Eagle Scout (Eagle Warrior in ''The Conquerors'') is the starting scouting unit for them.
Because of the lack of counters in the Feudal Age, the Eagle Scout takes 60 seconds to train. Once the Castle Age is reached, the training time is decreased to 35 seconds. The Eagles Scout also receives a +3 base attack buff, as well as +2 attack bonus against cavalry and +1 attack bonus against camels and ships.
<br />
== Tactics ==
Eagle Scouts move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus (in the Castle Age), however, almost every other infantry unit deals bonus damage against Eagle Scouts. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
In the Feudal Age, the Eagle Scout is a very powerful military unit that excels at taking out enemy Villagers with the hit-and-run tactic. They are significantly slower than the Scout Cavalry, but it is much harder to counter them, since Spearmen are not such a threat against them and Archers do not deal a lot of damage. In order to perform an Eagle rush, however, the player will need much gold and at least two Barracks, which may be difficult to perform.
Since Native American civilizations have Eagle Scouts instead of a Scout Cavalry, exploring the map becomes different for those civilizations, as Eagle Scouts are slower, but have an extensive Line of Sight. In ''The Forgotten'', Eagle Scouts can only be trained in the Castle and Imperial Age, so it is important to be careful when scouting to avoid losing it. But that was changed in ''The African Kingdoms'' and the Eagle Scout is now available from the Feudal Age on. Also, as with all other infantry units, researching Tracking and Squires is important.
It is worth noting that the upgrade to the Eagle Warrior, while cheap, only offers little improvement (+5 HP, +1 pierce armor, and +0.05 speed). Therefore, it should be postponed in favor of training troops and researching technologies with wider use, such as Squires or Iron Casting.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Scouts are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Scouts are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Scouts are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Eagle Scouts become available in the Castle Age where they take 32 seconds to train.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Incas: Couriers gives Eagle Scouts +10% movement speed.
=== ''The African Kingdoms'' ===
* Eagle Scouts now become available in the Feudal Age where they train in 60 seconds (in the Castle Age, they still train in 32 seconds).
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* Eagle Scouts now take 35 seconds to train from the Castle Age on.
=== ''Definitive Edition'' ===
* Eagle Scout -1 line of sight and search radius in the Dark Age.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds
Feudal age: 60 seconds
Castle age: 35 seconds
Imperial age: 35 seconds|food=20|gold=50|health_points=50|attack=[[Melee Armour|Melee]]: 4 (+3 in the castle age for Mesoamerican civilizations)
[[Monk Armour|Monk]]: 8
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Cavalry Armour|Cavalry]]: 2
[[Camel Armour|Camel]]: 1
[[Ship Armour|Ship]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.1|line_of_sight=Dark age: 5
Feudal age: 8
Castle age: 8
Imperial age: 8|attack_delay=0.8 seconds}}
The '''Eagle Scout''' is a Native American infantry unit in ''Age of Empires II HD: The Forgotten'' that can be trained at the Barracks once the Feudal Age is reached. When it was introduced, it took the old design of the Eagle Warrior, and the Eagle Warrior and its Elite counterpart got a new design.
Upon its introduction in ''The Forgotten'', the Eagle Scout was only available in the Castle Age. That was changed in ''The African Kingdoms'' to give the Native American civilizations a substitute for the Scout Cavalry in the Feudal Age.
The Eagle line replaces the cavalry for the Native American civilizations. Therefore, the Eagle Scout (Eagle Warrior in ''The Conquerors'') is the starting scouting unit for them.
Because of the lack of counters in the Feudal Age, the Eagle Scout takes 60 seconds to train. Once the Castle Age is reached, the training time is decreased to 35 seconds. The Eagles Scout also receives a +3 base attack buff, as well as +2 attack bonus against cavalry and +1 attack bonus against camels and ships.
<br />
== Tactics ==
Eagle Scouts move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus (in the Castle Age), however, almost every other infantry unit deals bonus damage against Eagle Scouts. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
In the Feudal Age, the Eagle Scout is a very powerful military unit that excels at taking out enemy Villagers with the hit-and-run tactic. They are significantly slower than the Scout Cavalry, but it is much harder to counter them, since Spearmen are not such a threat against them and Archers do not deal a lot of damage. In order to perform an Eagle rush, however, the player will need much gold and at least two Barracks, which may be difficult to perform.
Since Native American civilizations have Eagle Scouts instead of a Scout Cavalry, exploring the map becomes different for those civilizations, as Eagle Scouts are slower, but have an extensive Line of Sight. In ''The Forgotten'', Eagle Scouts can only be trained in the Castle and Imperial Age, so it is important to be careful when scouting to avoid losing it. But that was changed in ''The African Kingdoms'' and the Eagle Scout is now available from the Feudal Age on. Also, as with all other infantry units, researching Tracking and Squires is important.
It is worth noting that the upgrade to the Eagle Warrior, while cheap, only offers little improvement (+5 HP, +1 pierce armor, and +0.05 speed). Therefore, it should be postponed in favor of training troops and researching technologies with wider use, such as Squires or Iron Casting.
== Civilization availability ==
{| class="article-table"
|+
!'''Available'''
!'''Not available'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Eagle Scouts are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Scouts are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Scouts are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Eagle Scouts become available in the Castle Age where they take 32 seconds to train.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Incas: Couriers gives Eagle Scouts +10% movement speed.
=== ''The African Kingdoms'' ===
* Eagle Scouts now become available in the Feudal Age where they train in 60 seconds (in the Castle Age, they still train in 32 seconds).
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* Eagle Scouts now take 35 seconds to train from the Castle Age on.
=== ''Definitive Edition'' ===
* Eagle Scout -1 line of sight and search radius in the Dark Age.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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/* Civilization availability */
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{{Object_infobox|image1=file: eagle scout_icon.png|introduced_in:=The Forgotten|age:=Feudal age|created_by:=Barracks|creation_time=Dark age: 60 seconds
Feudal age: 60 seconds
Castle age: 35 seconds
Imperial age: 35 seconds|food=20|gold=50|health_points=50|attack=[[Melee Armour|Melee]]: 4 (+3 in the castle age for Mesoamerican civilizations)
[[Monk Armour|Monk]]: 8
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Cavalry Armour|Cavalry]]: 2
[[Camel Armour|Camel]]: 1
[[Ship Armour|Ship]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.1|line_of_sight=Dark age: 5
Feudal age: 8
Castle age: 8
Imperial age: 8|attack_delay=0.8 seconds}}
The '''Eagle Scout''' is a Native American infantry unit in ''Age of Empires II HD: The Forgotten'' that can be trained at the Barracks once the Feudal Age is reached. When it was introduced, it took the old design of the Eagle Warrior, and the Eagle Warrior and its Elite counterpart got a new design.
Upon its introduction in ''The Forgotten'', the Eagle Scout was only available in the Castle Age. That was changed in ''The African Kingdoms'' to give the Native American civilizations a substitute for the Scout Cavalry in the Feudal Age.
The Eagle line replaces the cavalry for the Native American civilizations. Therefore, the Eagle Scout (Eagle Warrior in ''The Conquerors'') is the starting scouting unit for them.
Because of the lack of counters in the Feudal Age, the Eagle Scout takes 60 seconds to train. Once the Castle Age is reached, the training time is decreased to 35 seconds. The Eagles Scout also receives a +3 base attack buff, as well as +2 attack bonus against cavalry and +1 attack bonus against camels and ships.
<br />
== Tactics ==
Eagle Scouts move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus (in the Castle Age), however, almost every other infantry unit deals bonus damage against Eagle Scouts. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
In the Feudal Age, the Eagle Scout is a very powerful military unit that excels at taking out enemy Villagers with the hit-and-run tactic. They are significantly slower than the Scout Cavalry, but it is much harder to counter them, since Spearmen are not such a threat against them and Archers do not deal a lot of damage. In order to perform an Eagle rush, however, the player will need much gold and at least two Barracks, which may be difficult to perform.
Since Native American civilizations have Eagle Scouts instead of a Scout Cavalry, exploring the map becomes different for those civilizations, as Eagle Scouts are slower, but have an extensive Line of Sight. In ''The Forgotten'', Eagle Scouts can only be trained in the Castle and Imperial Age, so it is important to be careful when scouting to avoid losing it. But that was changed in ''The African Kingdoms'' and the Eagle Scout is now available from the Feudal Age on. Also, as with all other infantry units, researching Tracking and Squires is important.
It is worth noting that the upgrade to the Eagle Warrior, while cheap, only offers little improvement (+5 HP, +1 pierce armor, and +0.05 speed). Therefore, it should be postponed in favor of training troops and researching technologies with wider use, such as Squires or Iron Casting.
== Civilization availability ==
{| class="article-table"
|+
!'''Available'''
!'''Unavailable'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Eagle Scouts are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Scouts are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Scouts are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Eagle Scouts become available in the Castle Age where they take 32 seconds to train.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Incas: Couriers gives Eagle Scouts +10% movement speed.
=== ''The African Kingdoms'' ===
* Eagle Scouts now become available in the Feudal Age where they train in 60 seconds (in the Castle Age, they still train in 32 seconds).
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* Eagle Scouts now take 35 seconds to train from the Castle Age on.
=== ''Definitive Edition'' ===
* Eagle Scout -1 line of sight and search radius in the Dark Age.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Eagle Warrior
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Created page with "{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=..."
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 4
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 4
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 7
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
hkngqgvhovf58zh25yys5noxzrf6wjd
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wikitext
text/x-wiki
{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 7
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Not available'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}<br />
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 7
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Not available'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 7
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Unavailable'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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wikitext
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{{Object_infobox|image1=file: eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Castle age|created_by:=Barracks|creation_time=35 seconds|food=20|gold=50|health_points=55|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.15|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.63 seconds|attack=[[Melee Armour|Melee]]: 7
[[Monk Armour|Monk]]: 8
[[Cavalry Armour|Cavalry]]: 3
[[Siege Weapon Armour|Siege Weapon]]: 3
[[Camel Armour|Camel]]: 2
[[Ship Armour|Ship]]: 1
[[Fishing Ship Armour|Fishing Ship]]: 1
[[Standard Building Armour|Standard building]]: 0}}
The '''Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Castle Age is reached.
Eagle Warriors replace the cavalry for the Native American civilizations. Consequently, the Aztecs and Mayans start the game in ''The Conquerors'' with an Eagle Warrior as a scout. Since ''The Forgotten'', they have to be upgraded from their newly introduced predecessor, the Eagle Scout. As a logical consequence, the Eagle Scout replaces the Eagle Warrior as the starting scouting unit for the Native Americans.
<br />
== Tactics ==
Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three Native American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Eagle Warriors in a different way once they reach the Imperial Age.
The Aztec unique technology Garland Wars provides +4 attack, making them better raiders, striking down an enemy Villagers with just three hits. They are a good counter to archers, cavalry, and Monks. Due to their weakness against other infantry, they are usually paired with the Aztec' infantry destroyer, the Jaguar Warrior.
In ''The Forgotten'', the Incan unique technology Couriers gives +10% movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus can become very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable a highly valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
<br />
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Unavailable'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Eagle Warriors are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* The Eagle Warrior is the starting scouting unit for the Native American civilizations.
* Aztecs: Garland Wars introduced.
* Mayans: El Dorado introduced.
* Eagle Warriors have 4 attack before the Castle Age is reached, then 7.
* Eagle Warriors have 50 HP.
* Eagle Warriors have 2 pierce armor.
* Eagle Warriors take 35 seconds to train.
* Eagle Warriors move at a speed of 1.1.
* Eagle Warriors have an attack bonus of +2 upon reaching the Castle Age.
=== ''The Forgotten'' ===
* The Eagle Warrior receives a predecessor, the Eagle Scout, and hence loses its status as starting scouting unit.
* Eagle Warriors now have 7 base attack.
* Eagle Warriors now have 55 HP.
* Eagle Warriors now have 3 pierce armor.
* Eagle Warriors now train in 32 seconds.
* The upgrade to the Eagle Warrior costs 300F/200G.
* Eagle Warriors now have an attack bonus of +3 against cavalry and now also +1 against camel units and ships.
* Eagle Warriors reskinned.
* Incas: Couriers gives Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* The upgrade to the Eagle Warrior now costs 200F/200G.
* Eagle Warrior speed changed from 1.1 to 1.2.
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Eagle Warriors now move at a speed of 1.15.
* With patch 5.7, Eagle Warriors now train in 35 seconds again.
* With patch 5.7, Eagle Warriors now have +2 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
9bplw8zgipz1u43y0q9j9de4c4qhe3s
Eagle Warrior Armour
0
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
8 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
6 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
8 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
6 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
== Units with base Eagle Warrior armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
8 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
6 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
== Units with base Eagle Warrior armour ==
0 armour:
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=29|introduced_in:=The Conquerors|image1=File:elite eagle warrior icon.png}}
The Eagle Warrior armour class is used primarily by the Eagle Warrior line of units.
<br />
== Units with base Eagle Warrior damage ==
8 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
6 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
0 damage:
* [[Militia]]
== Units with base Eagle Warrior armour ==
0 armour:
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
[[Category:Armour class]]
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Eagle Warrior armour
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#REDIRECT [[Eagle Warrior Armour]]
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Elite Eagle Warrior
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Created page with "{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health..."
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 4
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 4
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 9
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 9
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Not available'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 9
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Unavailable'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: elite eagle warrior_icon.png|introduced_in:=The Conquerors|age:=Imperial age|created_by:=Barracks|creation_time=20 seconds|food=20|gold=50|health_points=60|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Eagle Warrior Armour|Eagle Warrior]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=1.3|line_of_sight=Dark age: 6
Feudal age: 8
Castle age: 8
imperial age: 8|attack_delay=0.8 seconds|attack=[[Melee Armour|Melee]]: 9
[[Monk Armour|Monk]]: 10
[[Siege Weapon Armour|Siege Weapon]]: 5
[[Cavalry Armour|Cavalry]]: 4
[[Camel Armour|Camel]]: 3
[[Ship Armour|Ship]]: 2
[[Fishing Ship Armour|Fishing Ship]]: 2
[[Standard Building Armour|Standard building]]: 0}}
The '''Elite Eagle Warrior''' is a Native American infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks once the Imperial Age is reached. The Elite Eagle Warrior is the final tier in the Eagle line. They replace the cavalry for their civilizations.
<br />
== Tactics ==
Elite Eagle Warriors move quickly, have a long Line of Sight, conversion resistance, and an attack bonus against Monks. They also have an attack bonus against siege weapons and a small anti-cavalry bonus, however, almost every other infantry unit deals bonus damage against Eagle Warriors. Essentially, they help compensate for the Aztecs', Mayans', and Incas' lack of cavalry.
All of the three American civilizations have a distinctive buff for Eagle Warriors that comes from one of their unique technologies. Because of this, each of the three civilizations can use Elite Eagle Warriors in a different way.
The Aztec Garland Wars technology provides +4 attack, making them better raiders, striking down an enemy Villager with just three hits. They are a good counter to archers and Monks. Although their attack bonus to cavalry units might make one think to use them against cavalry, this attack bonus is relatively small. If the Elite Eagle Warrior is compared to the Champion they end up with the same attack against cavalry. As such, they are better against cavalry than they might first appear looking at their base stats, but by no means should be considered to be a cavalry counter. Due to their weakness against other infantry, they are sometimes paired with the Aztec' infantry destroyer, the Jaguar Warrior, or Arbalesters if Crossbowmen were used in the Castle Age.
In ''The Forgotten'', Incas Couriers gave +10% more movement speed to the Eagle Warrior and their unique units (Kamayuk and Slinger). Incan Eagle Warriors were arguably the worst of the three since the only buff they received was a little speed, but this speed bonus could be very helpful when an Incan player tries to raid a town or tries to perform hit-and-run tactics. This was changed in ''The African Kingdoms'', where Couriers gives extra armor (+1/+2) to the Eagle Warrior and their two unique units now. With Couriers in ''The African Kingdoms'', Eagle Warriors are as resistant against arrow fire as Huskarls, making them even better against archers. Incan Eagle Warriors are usually paired with both Kamayuks and Slingers to counter cavalry and infantry, respectively.
The Mayan unique technology El Dorado provides +40 hit points, making them more durable and therefore valuable in pitched battles. Pairing them with Plumed Archers works well since the Plumed Archer is a counter for infantry units that can put the Eagle Warrior in danger. Also, the Plumed Archer sits in a similar speed tier, meaning the two units work very well together.
==Civilization availability==
{| class="article-table"
|+
!'''Available'''
!'''Unavailable'''
|-
|{{Aztec icon}}{{Incas icon}}{{Mayans icon}}
|{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Elite Eagle Warriors are created 11% faster.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription, El Dorado, Garland Wars, and Couriers is 25% faster.
* A team containing Goths: Elite Eagle Warriors are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Elite Eagle Warriors are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Forgotten'' ===
* Elite Eagle Warriors reskinned.
* Elite Eagle Warriors have +2 attack against camel units.
* Incas: Couriers gives Elite Eagle Warriors +10% movement speed.
=== ''The African Kingdoms'' ===
* Incas: Couriers now gives +1/+2 armor instead of +10% movement speed.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Elite Eagle Warriors now have +3 attack against camel units.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Elite Skirmisher
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Created page with "{{Object_infobox|image1=file:Elite skirmisher icon.png|introduced_in:=Age of Kings|age:=Castle Age|created_by:=Archery range|creation_time=22 Seconds|food=25|wood=35|health_po..."
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{{Object_infobox|image1=file:Elite skirmisher icon.png|introduced_in:=Age of Kings|age:=Castle Age|created_by:=Archery range|creation_time=22 Seconds|food=25|wood=35|health_points=35|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 4
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]:2|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Elite Skirmisher''' is an anti-archer ranged unit in ''Age of Empires II'' that can be trained at the Archery Range once the Castle Age is reached. They have an attack bonus against archers and, as opposed to its predecessor, an extra attack bonus against Cavalry Archers. They also have increased hit points, attack power, and pierce armor. This makes Elite Skirmishers more useful against other ranged units even beyond the Castle Age.
The upgrade to the Imperial Skirmisher is unique to the Vietnamese and their allies.
<br />
== Tactics ==
Most of the time, Skirmishers are very weak to everything except Archers, Hand Cannoneers, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit infantry or heavy cavalry. Unless created to retaliate against enemy archers, each individual unit does poor damage and in most games, training Elite Skirmishers is avoided unless opponents are going heavy on archer units. Elite Skirmishers also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range still makes them vulnerable.
While Elite Skirmishers make poor ranged support in small numbers, they are extremely cheap. As they cost no gold, they are considered trash units and can be easily massed in significant numbers enough to kill units with a single volley. The size of the mob of units should also prevent enemy units from coming close enough to all of the units, allowing them to continue to fire. Therefore the Elite Skirmisher becomes especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. In the trash wars situation their bonus against the Spearman line also becomes more useful.
The Elite Skirmisher and its predecessor, the Skirmisher, were the only ranged trash units until the release of ''The African Kingdoms'', where the Berber Genitour was introduced.
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Elite Skirmishers are created 11.1% faster.
* Burmese: Researching Faith is 50% cheaper.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Byzantines: Elite Skirmishers are 25% cheaper.
* Celts: Elite Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Elite Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Koreans: Elite Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Elite Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Elite Skirmishers don't cost gold.
* Tatars: Elite Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Elite Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Elite Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Elite Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Elite Skirmishers are more resistant to conversion.
* A team containing Vietnamese: Elite Skirmishers can be upgraded to Imperial Skirmishers.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Elite Skirmishers receive an attack bonus of +2 against cavalry archers and +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* Ethiopians: Initially, Elite Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Elite Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Elite Skirmishers. With patch 4.8, Pavise does not affect Elite Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Elite Skirmishers have +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
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{{Object_infobox|image1=file:Elite skirmisher icon.png|introduced_in:=Age of Kings|age:=Castle Age|created_by:=Archery range|creation_time=22 Seconds|food=25|wood=35|health_points=35|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 4
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]:2|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Elite Skirmisher''' is an anti-archer ranged unit in ''Age of Empires II'' that can be trained at the Archery Range once the Castle Age is reached. They have an attack bonus against archers and, as opposed to its predecessor, an extra attack bonus against Cavalry Archers. They also have increased hit points, attack power, and pierce armor. This makes Elite Skirmishers more useful against other ranged units even beyond the Castle Age.
The upgrade to the Imperial Skirmisher is unique to the Vietnamese and their allies.
<br />
== Tactics ==
Most of the time, Skirmishers are very weak to everything except Archers, Hand Cannoneers, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit infantry or heavy cavalry. Unless created to retaliate against enemy archers, each individual unit does poor damage and in most games, training Elite Skirmishers is avoided unless opponents are going heavy on archer units. Elite Skirmishers also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range still makes them vulnerable.
While Elite Skirmishers make poor ranged support in small numbers, they are extremely cheap. As they cost no gold, they are considered trash units and can be easily massed in significant numbers enough to kill units with a single volley. The size of the mob of units should also prevent enemy units from coming close enough to all of the units, allowing them to continue to fire. Therefore the Elite Skirmisher becomes especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. In the trash wars situation their bonus against the Spearman line also becomes more useful.
The Elite Skirmisher and its predecessor, the Skirmisher, were the only ranged trash units until the release of ''The African Kingdoms'', where the Berber Genitour was introduced.
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Elite Skirmishers are created 11.1% faster.
* Burmese: Researching Faith is 50% cheaper.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Byzantines: Elite Skirmishers are 25% cheaper.
* Celts: Elite Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Elite Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Koreans: Elite Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Elite Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Elite Skirmishers don't cost gold.
* Tatars: Elite Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Elite Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Elite Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Elite Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Elite Skirmishers are more resistant to conversion.
* A team containing Vietnamese: Elite Skirmishers can be upgraded to Imperial Skirmishers.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Elite Skirmishers receive an attack bonus of +2 against cavalry archers and +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* Ethiopians: Initially, Elite Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Elite Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Elite Skirmishers. With patch 4.8, Pavise does not affect Elite Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Elite Skirmishers have +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=file:Elite skirmisher icon.png|introduced_in:=Age of Kings|age:=Castle Age|created_by:=Archery range|creation_time=22 Seconds|food=25|wood=35|health_points=35|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 4
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]:2|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Elite Skirmisher''' is an anti-archer ranged unit in ''Age of Empires II'' that can be trained at the Archery Range once the Castle Age is reached. They have an attack bonus against archers and, as opposed to its predecessor, an extra attack bonus against Cavalry Archers. They also have increased hit points, attack power, and pierce armor. This makes Elite Skirmishers more useful against other ranged units even beyond the Castle Age.
The upgrade to the Imperial Skirmisher is unique to the Vietnamese and their allies.
<br />
== Tactics ==
Most of the time, Skirmishers are very weak to everything except Archers, Hand Cannoneers, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit infantry or heavy cavalry. Unless created to retaliate against enemy archers, each individual unit does poor damage and in most games, training Elite Skirmishers is avoided unless opponents are going heavy on archer units. Elite Skirmishers also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range still makes them vulnerable.
While Elite Skirmishers make poor ranged support in small numbers, they are extremely cheap. As they cost no gold, they are considered trash units and can be easily massed in significant numbers enough to kill units with a single volley. The size of the mob of units should also prevent enemy units from coming close enough to all of the units, allowing them to continue to fire. Therefore the Elite Skirmisher becomes especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. In the trash wars situation their bonus against the Spearman line also becomes more useful.
The Elite Skirmisher and its predecessor, the Skirmisher, were the only ranged trash units until the release of ''The African Kingdoms'', where the Berber Genitour was introduced.
== Civilization Availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Elite Skirmishers are created 11.1% faster.
* Burmese: Researching Faith is 50% cheaper.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Byzantines: Elite Skirmishers are 25% cheaper.
* Celts: Elite Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Elite Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Koreans: Elite Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Elite Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Elite Skirmishers don't cost gold.
* Tatars: Elite Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Elite Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Elite Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Elite Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Elite Skirmishers are more resistant to conversion.
* A team containing Vietnamese: Elite Skirmishers can be upgraded to Imperial Skirmishers.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Elite Skirmishers receive an attack bonus of +2 against cavalry archers and +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* Ethiopians: Initially, Elite Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Elite Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Elite Skirmishers. With patch 4.8, Pavise does not affect Elite Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Elite Skirmishers have +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=file:Elite skirmisher icon.png|introduced_in:=Age of Kings|age:=Castle Age|created_by:=Archery range|creation_time=22 Seconds|food=25|wood=35|health_points=35|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 4
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]:2
[[Standard Building Armour|Standard building]]: 0
[[Ram Armour|Ram]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Elite Skirmisher''' is an anti-archer ranged unit in ''Age of Empires II'' that can be trained at the Archery Range once the Castle Age is reached. They have an attack bonus against archers and, as opposed to its predecessor, an extra attack bonus against Cavalry Archers. They also have increased hit points, attack power, and pierce armor. This makes Elite Skirmishers more useful against other ranged units even beyond the Castle Age.
The upgrade to the Imperial Skirmisher is unique to the Vietnamese and their allies.
<br />
== Tactics ==
Most of the time, Skirmishers are very weak to everything except Archers, Hand Cannoneers, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit infantry or heavy cavalry. Unless created to retaliate against enemy archers, each individual unit does poor damage and in most games, training Elite Skirmishers is avoided unless opponents are going heavy on archer units. Elite Skirmishers also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range still makes them vulnerable.
While Elite Skirmishers make poor ranged support in small numbers, they are extremely cheap. As they cost no gold, they are considered trash units and can be easily massed in significant numbers enough to kill units with a single volley. The size of the mob of units should also prevent enemy units from coming close enough to all of the units, allowing them to continue to fire. Therefore the Elite Skirmisher becomes especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. In the trash wars situation their bonus against the Spearman line also becomes more useful.
The Elite Skirmisher and its predecessor, the Skirmisher, were the only ranged trash units until the release of ''The African Kingdoms'', where the Berber Genitour was introduced.
== Civilization Availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Elite Skirmishers are created 11.1% faster.
* Burmese: Researching Faith is 50% cheaper.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Byzantines: Elite Skirmishers are 25% cheaper.
* Celts: Elite Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Elite Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Koreans: Elite Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Elite Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Elite Skirmishers don't cost gold.
* Tatars: Elite Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Elite Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Elite Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Elite Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Elite Skirmishers are more resistant to conversion.
* A team containing Vietnamese: Elite Skirmishers can be upgraded to Imperial Skirmishers.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Elite Skirmishers receive an attack bonus of +2 against cavalry archers and +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* Ethiopians: Initially, Elite Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Elite Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Elite Skirmishers. With patch 4.8, Pavise does not affect Elite Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Elite Skirmishers have +15%/+20% HP in the Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas}}
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas}}
Ship armour is an armour class used exclusively by fishing ships
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas}}
Ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas}}
Fishing ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas|image1=File:fishing ship icon.png}}
Fishing ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas|image1=File:fishing ship icon.png}}
Fishing ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas|image1=File:fishing ship icon.png}}
Fishing ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
17 damage:
*[[Halberdier]]
16 damage:
*[[Pikeman]]
9 damage:
* [[Spearman]]
== Objects with base Fishing ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=34|introduced_in:=Rise of the Rajas|image1=File:fishing ship icon.png}}
Fishing ship armour is an armour class used exclusively by fishing ships.
== Objects with base Fishing ship damage ==
17 damage:
*[[Halberdier]]
16 damage:
*[[Pikeman]]
9 damage:
* [[Spearman]]
2 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
1 damage:
* [[Eagle Warrior|Eagle warrior]]
== Objects with base Fishing ship armour ==
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#REDIRECT [[Fishing Ship Armour]]
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{{Armour_class_infobox|image1=file:Hand cannoneer icon.png|armour_class_id:=23|introduced_in:=The forgotten}}
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{{Armour_class_infobox|image1=file:Hand cannoneer icon.png|armour_class_id:=23|introduced_in:=The forgotten}}
[[Category:Armour class]]
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{{Armour_class_infobox|image1=file:Hand cannoneer icon.png|armour_class_id:=23|introduced_in:=The forgotten}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base Spearman damageedit | edit source ==
== Objects with base Spearman armouredit | edit source ==
0 armour:
* [[Archer]]
[[Category:Armour class]]
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{{Armour_class_infobox|image1=file:Hand cannoneer icon.png|armour_class_id:=23|introduced_in:=The forgotten}}
The archer armour class is used primarily by gunpowder units.
== Objects with base gunpowder unit damage ==
10 damage:
* [[Condottiero]]
== Objects with base gunpowder unit armour ==
[[Category:Armour class]]
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{{Armour_class_infobox|image1=file:Hand cannoneer icon.png|armour_class_id:=23|introduced_in:=The forgotten}}
The archer armour class is used primarily by gunpowder units.
== Objects with base gunpowder unit damage ==
10 damage:
* [[Condottiero]]
== Objects with base gunpowder unit armour ==
0 armour:
* [[Hand Cannoneer]]
[[Category:Armour class]]
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{{Object_infobox|image1=file: halberdier_icon.png|introduced_in:=Age of Kings|age:=Imperial age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=60|attack=[[Melee armour|Melee]]: 6
[[Cavalry armour|Cavalry]]: 32
[[War elephant armour|War elephant]]: 28
[[Camel armour|Camel]]: 26
[[Ship armour|Ship]]: 17
[[Fishing ship armour|Fishing ship]]: 17
[[Mameluke armour|Mameluke]]: 11
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Halberdier''' is an infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks upon reaching the Imperial Age. An upgrade of the Pikeman, it has a huge attack bonus against cavalry, particularly elephants.
Halberdiers are weak against almost any units outside the cavalry class, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
<br />
== Tactics ==
Like its predecessor, the Pikeman, the main purpose of the Halberdier is countering cavalry units. With 32, their attack bonus against cavalry is so huge that two Halberdiers can bring down even a Paladin. They can be paired with siege units and protect them from melee cavalry attacks. They become a lot more valuable in the late Imperial Age since at that time gold is usually running very low, often resulting in "trash wars". There, Halberdiers hold advantage against the Hussar, the Magyar Huszar, and they even are valuable against Skirmishers despite the fact that Skirmishers deal bonus damage to them, because they have a minimum range the Halberdiers can exploit. Genitours also receive huge bonus damage from Halberdiers, but they can hit-and-run them, probably making them the best choice against Halberdiers in trash wars.
Halberdiers need to be massed in order to be effective, but they are cost effective against all cavalry units, even Cataphracts. Ranged cavalry like Cavalry Archers or certain unique units like the Mameluke can handle them, though, when micromanaged properly. However, Leitis with even two Relics collected just need three strikes to kill Halberdiers, which means that they can defeat even a large group of Halberdiers, but they are still cost effective against them.
<br />
== Civilization bonuses ==
* Burmese: Halberdiers have +3 attack. Researching Faith is 50% cheaper.
* Byzantines: Halberdiers are 25% cheaper.
* Celts: Halberdiers move 15% faster. Halberdiers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Halberdiers are 20% cheaper.
* Goths: Halberdiers are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Halberdiers attack 33% faster.
* Lithuanians: Halberdiers move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Koreans: Halberdiers cost 20% less wood.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Halberdiers don't cost gold.
* Tatars: Halberdiers deal 50% more damage from higher grounds.
* Teutons: Halberdiers have +2/+0 armor.
* Vietnamese: Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Halberdiers are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Halberdiers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Goths: Bonus damage against buildings is +1.
* Halberdiers have +16 attack against camel units and ships.
* Franks: On release, cannot train Halberdiers. With patch 1.0b, it was added to their technology tree.
=== ''The Forgotten'' ===
* Halberdiers now have +17 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Malians: On release, can train Halberdiers. With patch 4.8, it is removed from their technology tree.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Halberdiers deal +26 damage against camel units.
* With patch 5.8, Halberdiers gain +16 attack against the new Mameluke armor class, effectively making them deal 5 damage less to Mamelukes due to changes of the unit's armor class system.
=== ''Definitive Edition'' ===
* Koreans: Halberdier costs -15% wood.
* Halberdiers -5 attack vs Mameluke armor class (from +16 to +11).
* Tracking removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Goths: With update 36202, bonus damage against buildings is +3.
* Tatars: Initially cannot train Halberdiers. With update 35584, Halberdiers are added to their technology tree.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1/+0 armor. With update 36906, they gain another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
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{{Object_infobox|image1=file: halberdier_icon.png|introduced_in:=Age of Kings|age:=Imperial age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=60|attack=[[Melee armour|Melee]]: 6
[[Cavalry armour|Cavalry]]: 32
[[War elephant armour|War elephant]]: 28
[[Camel armour|Camel]]: 26
[[Ship armour|Ship]]: 17
[[Fishing ship armour|Fishing ship]]: 17
[[Mameluke armour|Mameluke]]: 11
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Halberdier''' is an infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks upon reaching the Imperial Age. An upgrade of the Pikeman, it has a huge attack bonus against cavalry, particularly elephants.
Halberdiers are weak against almost any units outside the cavalry class, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
<br />
== Tactics ==
Like its predecessor, the Pikeman, the main purpose of the Halberdier is countering cavalry units. With 32, their attack bonus against cavalry is so huge that two Halberdiers can bring down even a Paladin. They can be paired with siege units and protect them from melee cavalry attacks. They become a lot more valuable in the late Imperial Age since at that time gold is usually running very low, often resulting in "trash wars". There, Halberdiers hold advantage against the Hussar, the Magyar Huszar, and they even are valuable against Skirmishers despite the fact that Skirmishers deal bonus damage to them, because they have a minimum range the Halberdiers can exploit. Genitours also receive huge bonus damage from Halberdiers, but they can hit-and-run them, probably making them the best choice against Halberdiers in trash wars.
Halberdiers need to be massed in order to be effective, but they are cost effective against all cavalry units, even Cataphracts. Ranged cavalry like Cavalry Archers or certain unique units like the Mameluke can handle them, though, when micromanaged properly. However, Leitis with even two Relics collected just need three strikes to kill Halberdiers, which means that they can defeat even a large group of Halberdiers, but they are still cost effective against them.
<br />
== Civilization bonuses ==
* Burmese: Halberdiers have +3 attack. Researching Faith is 50% cheaper.
* Byzantines: Halberdiers are 25% cheaper.
* Celts: Halberdiers move 15% faster. Halberdiers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Halberdiers are 20% cheaper.
* Goths: Halberdiers are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Halberdiers attack 33% faster.
* Lithuanians: Halberdiers move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Koreans: Halberdiers cost 20% less wood.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Halberdiers don't cost gold.
* Tatars: Halberdiers deal 50% more damage from higher grounds.
* Teutons: Halberdiers have +2/+0 armor.
* Vietnamese: Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Halberdiers are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Halberdiers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Goths: Bonus damage against buildings is +1.
* Halberdiers have +16 attack against camel units and ships.
* Franks: On release, cannot train Halberdiers. With patch 1.0b, it was added to their technology tree.
=== ''The Forgotten'' ===
* Halberdiers now have +17 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Malians: On release, can train Halberdiers. With patch 4.8, it is removed from their technology tree.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Halberdiers deal +26 damage against camel units.
* With patch 5.8, Halberdiers gain +16 attack against the new Mameluke armor class, effectively making them deal 5 damage less to Mamelukes due to changes of the unit's armor class system.
=== ''Definitive Edition'' ===
* Koreans: Halberdier costs -15% wood.
* Halberdiers -5 attack vs Mameluke armor class (from +16 to +11).
* Tracking removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Goths: With update 36202, bonus damage against buildings is +3.
* Tatars: Initially cannot train Halberdiers. With update 35584, Halberdiers are added to their technology tree.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1/+0 armor. With update 36906, they gain another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: halberdier_icon.png|introduced_in:=Age of Kings|age:=Imperial age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=60|attack=[[Melee armour|Melee]]: 6
[[Cavalry armour|Cavalry]]: 32
[[War elephant armour|War elephant]]: 28
[[Camel armour|Camel]]: 26
[[Ship armour|Ship]]: 17
[[Fishing ship armour|Fishing ship]]: 17
[[Mameluke armour|Mameluke]]: 11
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Halberdier''' is an infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks upon reaching the Imperial Age. An upgrade of the Pikeman, it has a huge attack bonus against cavalry, particularly elephants.
Halberdiers are weak against almost any units outside the cavalry class, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
<br />
== Tactics ==
Like its predecessor, the Pikeman, the main purpose of the Halberdier is countering cavalry units. With 32, their attack bonus against cavalry is so huge that two Halberdiers can bring down even a Paladin. They can be paired with siege units and protect them from melee cavalry attacks. They become a lot more valuable in the late Imperial Age since at that time gold is usually running very low, often resulting in "trash wars". There, Halberdiers hold advantage against the Hussar, the Magyar Huszar, and they even are valuable against Skirmishers despite the fact that Skirmishers deal bonus damage to them, because they have a minimum range the Halberdiers can exploit. Genitours also receive huge bonus damage from Halberdiers, but they can hit-and-run them, probably making them the best choice against Halberdiers in trash wars.
Halberdiers need to be massed in order to be effective, but they are cost effective against all cavalry units, even Cataphracts. Ranged cavalry like Cavalry Archers or certain unique units like the Mameluke can handle them, though, when micromanaged properly. However, Leitis with even two Relics collected just need three strikes to kill Halberdiers, which means that they can defeat even a large group of Halberdiers, but they are still cost effective against them.
{| class="article-table"
|+
!Available
!Not available
|-
|{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Portuguese icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}
|{{Aztec icon}}{{Berbers icon}}{{Italians icon}}{{Malians icon}}{{Mongols icon}}{{Saracens icon}}{{Turks icon}}{{Vikings icon}}
|}
<br />
== Civilization bonuses ==
* Burmese: Halberdiers have +3 attack. Researching Faith is 50% cheaper.
* Byzantines: Halberdiers are 25% cheaper.
* Celts: Halberdiers move 15% faster. Halberdiers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Halberdiers are 20% cheaper.
* Goths: Halberdiers are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Halberdiers attack 33% faster.
* Lithuanians: Halberdiers move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Koreans: Halberdiers cost 20% less wood.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Halberdiers don't cost gold.
* Tatars: Halberdiers deal 50% more damage from higher grounds.
* Teutons: Halberdiers have +2/+0 armor.
* Vietnamese: Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Halberdiers are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Halberdiers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Goths: Bonus damage against buildings is +1.
* Halberdiers have +16 attack against camel units and ships.
* Franks: On release, cannot train Halberdiers. With patch 1.0b, it was added to their technology tree.
=== ''The Forgotten'' ===
* Halberdiers now have +17 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Malians: On release, can train Halberdiers. With patch 4.8, it is removed from their technology tree.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Halberdiers deal +26 damage against camel units.
* With patch 5.8, Halberdiers gain +16 attack against the new Mameluke armor class, effectively making them deal 5 damage less to Mamelukes due to changes of the unit's armor class system.
=== ''Definitive Edition'' ===
* Koreans: Halberdier costs -15% wood.
* Halberdiers -5 attack vs Mameluke armor class (from +16 to +11).
* Tracking removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Goths: With update 36202, bonus damage against buildings is +3.
* Tatars: Initially cannot train Halberdiers. With update 35584, Halberdiers are added to their technology tree.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1/+0 armor. With update 36906, they gain another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: halberdier_icon.png|introduced_in:=Age of Kings|age:=Imperial age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=60|attack=[[Melee armour|Melee]]: 6
[[Cavalry armour|Cavalry]]: 32
[[War elephant armour|War elephant]]: 28
[[Camel armour|Camel]]: 26
[[Ship armour|Ship]]: 17
[[Fishing ship armour|Fishing ship]]: 17
[[Mameluke armour|Mameluke]]: 11
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Halberdier''' is an infantry unit in ''Age of Empires II: The Conquerors'' that can be trained at the Barracks upon reaching the Imperial Age. An upgrade of the Pikeman, it has a huge attack bonus against cavalry, particularly elephants.
Halberdiers are weak against almost any units outside the cavalry class, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
<br />
== Tactics ==
Like its predecessor, the Pikeman, the main purpose of the Halberdier is countering cavalry units. With 32, their attack bonus against cavalry is so huge that two Halberdiers can bring down even a Paladin. They can be paired with siege units and protect them from melee cavalry attacks. They become a lot more valuable in the late Imperial Age since at that time gold is usually running very low, often resulting in "trash wars". There, Halberdiers hold advantage against the Hussar, the Magyar Huszar, and they even are valuable against Skirmishers despite the fact that Skirmishers deal bonus damage to them, because they have a minimum range the Halberdiers can exploit. Genitours also receive huge bonus damage from Halberdiers, but they can hit-and-run them, probably making them the best choice against Halberdiers in trash wars.
Halberdiers need to be massed in order to be effective, but they are cost effective against all cavalry units, even Cataphracts. Ranged cavalry like Cavalry Archers or certain unique units like the Mameluke can handle them, though, when micromanaged properly. However, Leitis with even two Relics collected just need three strikes to kill Halberdiers, which means that they can defeat even a large group of Halberdiers, but they are still cost effective against them.
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Persians icon}}{{Portuguese icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vietnamese icon}}
|{{Aztec icon}}{{Berbers icon}}{{Italians icon}}{{Malians icon}}{{Mongols icon}}{{Saracens icon}}{{Turks icon}}{{Vikings icon}}
|}
<br />
== Civilization bonuses ==
* Burmese: Halberdiers have +3 attack. Researching Faith is 50% cheaper.
* Byzantines: Halberdiers are 25% cheaper.
* Celts: Halberdiers move 15% faster. Halberdiers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Halberdiers are 20% cheaper.
* Goths: Halberdiers are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching Squires is 100% faster.
* Japanese: Halberdiers attack 33% faster.
* Lithuanians: Halberdiers move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Koreans: Halberdiers cost 20% less wood.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Halberdiers don't cost gold.
* Tatars: Halberdiers deal 50% more damage from higher grounds.
* Teutons: Halberdiers have +2/+0 armor.
* Vietnamese: Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Halberdiers are created 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Halberdiers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Conquerors'' ===
* Goths: Bonus damage against buildings is +1.
* Halberdiers have +16 attack against camel units and ships.
* Franks: On release, cannot train Halberdiers. With patch 1.0b, it was added to their technology tree.
=== ''The Forgotten'' ===
* Halberdiers now have +17 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Malians: On release, can train Halberdiers. With patch 4.8, it is removed from their technology tree.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Halberdiers deal +26 damage against camel units.
* With patch 5.8, Halberdiers gain +16 attack against the new Mameluke armor class, effectively making them deal 5 damage less to Mamelukes due to changes of the unit's armor class system.
=== ''Definitive Edition'' ===
* Koreans: Halberdier costs -15% wood.
* Halberdiers -5 attack vs Mameluke armor class (from +16 to +11).
* Tracking removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Goths: With update 36202, bonus damage against buildings is +3.
* Tatars: Initially cannot train Halberdiers. With update 35584, Halberdiers are added to their technology tree.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1/+0 armor. With update 36906, they gain another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Hand Cannoneer
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Created page with "{{Object_infobox|image1=File:Hand cannoneer icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=34 Seconds|food=45|gold=50|healt..."
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{{Object_infobox|image1=File:Hand cannoneer icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=34 Seconds|food=45|gold=50|health_points=35|accuracy=65%|attack=[[Pierce armour|Pierce]]: 17
[[Infantry armour|Infantry]]: 10
[[ram armour|ram]]: 2
[[Spearman armour|Spearman]]: 1
[[Building armour|Building]]: 2|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Gunpowder Unit Armour|Gunpowder unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.45 Seconds|speed=0.96|line_of_sight=9|range=7|projectile_speed=5.5|attack_delay=0.35 Seconds}}
The '''Hand Cannoneer''' is a gunpowder unit that can be trained at the Archery Range once the Imperial Age is reached and Chemistry is researched. It has a powerful attack, but low hit points and low accuracy at range.
== Tactics ==
Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against all infantry except Condottiero and another +1 against Spearmen, and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency.
Hand Cannoneers are treated to be archers (even though they use firearms) in the damage calculation, so Skirmishers and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri an attack bonus against them as well. Being foot units, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps).
<br />
==Civilization availability==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Berbers icon}}{{Byzantines icon}}{{Franks icon}}{{Goths icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Malians icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|{{Aztec icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Huns icon}}{{Incas icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Mongols icon}}{{Slavs icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Italians: Hand Cannoneers are 20% cheaper.
* Koreans: Archer Armor upgrades are free.
* Portuguese: Hand Cannoneers cost 20% less gold. All technologies benefitting Hand Cannoneers are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Hand Cannoneers don't cost gold. Hand Cannoneers fire 17.6% faster.
* Tatars: Hand Cannoneers deal 50% bonus damage from cliffs and elevations.
* Turks: Hand Cannoneers have +25% HP. Chemistry is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Hand Cannoneers are created 20% faster.
* A team containing Malians: Researching Chemistry is 80% faster.
* A team containing Teutons: Hand Cannoneers are more resistant to conversion.
* A team Containing Turks: Hand Cannoneers are created 25% faster.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Hand Cannon needs to be researched in order to train Hand Cannoneers.
* Hand Cannoneers have an accuracy of 55%.
* Hand Cannoneers have an attack bonus of +8 against infantry.
* Turks: Hand Cannoneers have +50% HP.
=== ''The Conquerors'' ===
* Hand Cannon was removed from the game, and Hand Cannoneers become available as soon as Chemistry is researched.
* Hand Cannoneers now have an accuracy of 65%.
* Hand Cannoneers now have an attack bonus of +10 against infantry.
* Hand Cannoneers receive an attack bonus of +1 against Spearmen.
* Hand Cannoneers receive an attack bonus of +2 against Rams.
* Heresy introduced.
* Turks: Hand Cannoneers now have +25% HP.
=== ''The Forgotten'' ===
* Italians: Hand Cannoneers are 15% cheaper.
=== ''The African Kingdoms'' ===
* Italians: With patch 4.8, Hand Cannoneers are now 20% cheaper.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 39284, Hand Cannoneers cost 20% less gold.
* Portuguese: With update 42848, all technologies are researched 30% faster.
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{{Object_infobox|image1=File:Hand cannoneer icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=34 Seconds|food=45|gold=50|health_points=35|accuracy=65%|attack=[[Pierce armour|Pierce]]: 17
[[Infantry armour|Infantry]]: 10
[[ram armour|ram]]: 2
[[Spearman armour|Spearman]]: 1
[[Building armour|Building]]: 2|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Gunpowder Unit Armour|Gunpowder unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.45 Seconds|speed=0.96|line_of_sight=9|range=7|projectile_speed=5.5|attack_delay=0.35 Seconds}}
The '''Hand Cannoneer''' is a gunpowder unit that can be trained at the Archery Range once the Imperial Age is reached and Chemistry is researched. It has a powerful attack, but low hit points and low accuracy at range.
== Tactics ==
Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against all infantry except Condottiero and another +1 against Spearmen, and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency.
Hand Cannoneers are treated to be archers (even though they use firearms) in the damage calculation, so Skirmishers and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri an attack bonus against them as well. Being foot units, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps).
<br />
==Civilization availability==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Berbers icon}}{{Byzantines icon}}{{Franks icon}}{{Goths icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Malians icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|{{Aztec icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Huns icon}}{{Incas icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Mongols icon}}{{Slavs icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Italians: Hand Cannoneers are 20% cheaper.
* Koreans: Archer Armor upgrades are free.
* Portuguese: Hand Cannoneers cost 20% less gold. All technologies benefitting Hand Cannoneers are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Hand Cannoneers don't cost gold. Hand Cannoneers fire 17.6% faster.
* Tatars: Hand Cannoneers deal 50% bonus damage from cliffs and elevations.
* Turks: Hand Cannoneers have +25% HP. Chemistry is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Hand Cannoneers are created 20% faster.
* A team containing Malians: Researching Chemistry is 80% faster.
* A team containing Teutons: Hand Cannoneers are more resistant to conversion.
* A team Containing Turks: Hand Cannoneers are created 25% faster.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Hand Cannon needs to be researched in order to train Hand Cannoneers.
* Hand Cannoneers have an accuracy of 55%.
* Hand Cannoneers have an attack bonus of +8 against infantry.
* Turks: Hand Cannoneers have +50% HP.
=== ''The Conquerors'' ===
* Hand Cannon was removed from the game, and Hand Cannoneers become available as soon as Chemistry is researched.
* Hand Cannoneers now have an accuracy of 65%.
* Hand Cannoneers now have an attack bonus of +10 against infantry.
* Hand Cannoneers receive an attack bonus of +1 against Spearmen.
* Hand Cannoneers receive an attack bonus of +2 against Rams.
* Heresy introduced.
* Turks: Hand Cannoneers now have +25% HP.
=== ''The Forgotten'' ===
* Italians: Hand Cannoneers are 15% cheaper.
=== ''The African Kingdoms'' ===
* Italians: With patch 4.8, Hand Cannoneers are now 20% cheaper.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 39284, Hand Cannoneers cost 20% less gold.
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
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{{Object_infobox|image1=File:Hand cannoneer icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=34 Seconds|food=45|gold=50|health_points=35|accuracy=65%|attack=[[Pierce armour|Pierce]]: 17
[[Infantry armour|Infantry]]: 10
[[ram armour|ram]]: 2
[[Spearman armour|Spearman]]: 1
[[Building armour|Building]]: 0|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Gunpowder Unit Armour|Gunpowder unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.45 Seconds|speed=0.96|line_of_sight=9|range=7|projectile_speed=5.5|attack_delay=0.35 Seconds}}
The '''Hand Cannoneer''' is a gunpowder unit that can be trained at the Archery Range once the Imperial Age is reached and Chemistry is researched. It has a powerful attack, but low hit points and low accuracy at range.
== Tactics ==
Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against all infantry except Condottiero and another +1 against Spearmen, and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency.
Hand Cannoneers are treated to be archers (even though they use firearms) in the damage calculation, so Skirmishers and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri an attack bonus against them as well. Being foot units, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps).
<br />
==Civilization availability==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Berbers icon}}{{Byzantines icon}}{{Franks icon}}{{Goths icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Malians icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|{{Aztec icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Huns icon}}{{Incas icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Mongols icon}}{{Slavs icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Italians: Hand Cannoneers are 20% cheaper.
* Koreans: Archer Armor upgrades are free.
* Portuguese: Hand Cannoneers cost 20% less gold. All technologies benefitting Hand Cannoneers are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Hand Cannoneers don't cost gold. Hand Cannoneers fire 17.6% faster.
* Tatars: Hand Cannoneers deal 50% bonus damage from cliffs and elevations.
* Turks: Hand Cannoneers have +25% HP. Chemistry is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Hand Cannoneers are created 20% faster.
* A team containing Malians: Researching Chemistry is 80% faster.
* A team containing Teutons: Hand Cannoneers are more resistant to conversion.
* A team Containing Turks: Hand Cannoneers are created 25% faster.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Hand Cannon needs to be researched in order to train Hand Cannoneers.
* Hand Cannoneers have an accuracy of 55%.
* Hand Cannoneers have an attack bonus of +8 against infantry.
* Turks: Hand Cannoneers have +50% HP.
=== ''The Conquerors'' ===
* Hand Cannon was removed from the game, and Hand Cannoneers become available as soon as Chemistry is researched.
* Hand Cannoneers now have an accuracy of 65%.
* Hand Cannoneers now have an attack bonus of +10 against infantry.
* Hand Cannoneers receive an attack bonus of +1 against Spearmen.
* Hand Cannoneers receive an attack bonus of +2 against Rams.
* Heresy introduced.
* Turks: Hand Cannoneers now have +25% HP.
=== ''The Forgotten'' ===
* Italians: Hand Cannoneers are 15% cheaper.
=== ''The African Kingdoms'' ===
* Italians: With patch 4.8, Hand Cannoneers are now 20% cheaper.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 39284, Hand Cannoneers cost 20% less gold.
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
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{{Object_infobox|image1=File:Hand cannoneer icon.png|introduced_in:=The Age of Kings|age:=Imperial age|created_by:=Archery range|creation_time=34 Seconds|food=45|gold=50|health_points=35|accuracy=65%|attack=[[Pierce Armour|Pierce]]: 17
[[Infantry Armour|Infantry]]: 10
[[ram Armour|ram]]: 2
[[Spearman Armour|Spearman]]: 1
[[Building Armour|Building]]: 0|armour=[[Melee Armour|Melee]]: 1
[[Pierce Armour|Pierce]]: 0
[[Archer Armour|Archer]]: 0
[[Gunpowder Unit Armour|Gunpowder unit]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.45 Seconds|speed=0.96|line_of_sight=9|range=7|projectile_speed=5.5|attack_delay=0.35 Seconds}}
The '''Hand Cannoneer''' is a gunpowder unit that can be trained at the Archery Range once the Imperial Age is reached and Chemistry is researched. It has a powerful attack, but low hit points and low accuracy at range.
== Tactics ==
Hand Cannoneers have a powerful attack but have a slow firing rate, and their shots fly off in random directions (within radial proximity to the vector leading to their target), so their accuracy at long range is poor. They do +10 bonus damage against all infantry except Condottiero and another +1 against Spearmen, and their accuracy is less of a problem against the larger cavalry, making them deadly at close range. If maneuvered properly, Hand Cannoneers may also take down siege weapons with great efficiency.
Hand Cannoneers are treated to be archers (even though they use firearms) in the damage calculation, so Skirmishers and Huskarls have attack bonuses against them, and Huskarls also have a high defensive bonus against their piercing damage. They are of course also gunpowder units, giving Condottieri an attack bonus against them as well. Being foot units, they are also vulnerable to Mangonels and Scorpions, and they perform poorly against towers and Castles. The food cost of Hand Cannoneers also makes them odd to work with, so special situations or builds are needed in order to use them appropriately, like a Fast Imperial strategy (in closed maps).
<br />
==Civilization availability==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Berbers icon}}{{Byzantines icon}}{{Franks icon}}{{Goths icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Malians icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}
|{{Aztec icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Huns icon}}{{Incas icon}}{{Magyars icon}}{{Malay icon}}{{Mayans icon}}{{Mongols icon}}{{Slavs icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Italians: Hand Cannoneers are 20% cheaper.
* Koreans: Archer Armor upgrades are free.
* Portuguese: Hand Cannoneers cost 20% less gold. All technologies benefitting Hand Cannoneers are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Hand Cannoneers don't cost gold. Hand Cannoneers fire 17.6% faster.
* Tatars: Hand Cannoneers deal 50% bonus damage from cliffs and elevations.
* Turks: Hand Cannoneers have +25% HP. Chemistry is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Hand Cannoneers are created 20% faster.
* A team containing Malians: Researching Chemistry is 80% faster.
* A team containing Teutons: Hand Cannoneers are more resistant to conversion.
* A team Containing Turks: Hand Cannoneers are created 25% faster.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Hand Cannon needs to be researched in order to train Hand Cannoneers.
* Hand Cannoneers have an accuracy of 55%.
* Hand Cannoneers have an attack bonus of +8 against infantry.
* Turks: Hand Cannoneers have +50% HP.
=== ''The Conquerors'' ===
* Hand Cannon was removed from the game, and Hand Cannoneers become available as soon as Chemistry is researched.
* Hand Cannoneers now have an accuracy of 65%.
* Hand Cannoneers now have an attack bonus of +10 against infantry.
* Hand Cannoneers receive an attack bonus of +1 against Spearmen.
* Hand Cannoneers receive an attack bonus of +2 against Rams.
* Heresy introduced.
* Turks: Hand Cannoneers now have +25% HP.
=== ''The Forgotten'' ===
* Italians: Hand Cannoneers are 15% cheaper.
=== ''The African Kingdoms'' ===
* Italians: With patch 4.8, Hand Cannoneers are now 20% cheaper.
=== ''Definitive Edition'' ===
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Portuguese: With update 39284, Hand Cannoneers cost 20% less gold.
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
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Imperial Skirmisher
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Created page with "{{Object_infobox|image1=file:Imperial skirmisher icon.png|introduced_in:=Rise of the Rajas|age:=Imperial age|created_by:=Archery range|creation_time=22|food=25|wood=35|health_..."
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{{Object_infobox|image1=file:Imperial skirmisher icon.png|introduced_in:=Rise of the Rajas|age:=Imperial age|created_by:=Archery range|creation_time=22|food=25|wood=35|health_points=35|accuracy=95%|attack=[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 5
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 5
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Imperial Skirmisher''' is the second unique unit of the Vietnamese in ''Age of Empires II HD: Rise of the Rajas''. It can be trained at the Archery Range once the Imperial Age is reached. As an upgrade of the Elite Skirmisher, it is an anti-archer ranged unit.
The Imperial Skirmisher is a shared unique unit, i.e. it is available to any player allied with the Vietnamese (except for the Turks) as their team bonus.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers, some gunpowder units like Hand Cannoneers and Conquistadors, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit Skirmishers.
Unlike its predecessor, Imperial Skirmishers are better suited for range support with better stats (1 more attack, 1 more pierce armor, slightly better accuracy and 1 more bonus damage for archers and cavalry archers) especially in the late Imperial Age. As the Imperial Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on wood and food economy. The Imperial Skirmisher also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range and low melee armor still makes them vulnerable.
As the team bonus for the Vietnamese, Imperial Skirmishers can only be trained if the player has a Vietnamese ally or are playing with the Vietnamese in the same fashion Condottieri and Genitours are trained, but unlike the other shared units it must be researched for each allied player at the Archery Range. As some other civilizations have bonuses for Skirmishers and Elite Skirmishers those buffs will also apply to the Imperial Skirmisher and this will give to the team an edge in late Imperial Age at "Trash Wars". It should also be noted that as Elite Skirmishers count as a generic unit, it is unaffected by the Samurai's attack bonus.
Unfortunately, the Turks cannot use the Imperial Skirmisher because it is an upgrade of the Elite Skirmisher, which the Turks have no access to. In contrast, other civilizations can put these units to great use, especially the Aztecs, Britons, Byzantines, Incas and Lithuanians; the first in particular, having somewhat lackluster Arbalesters, whereas Atlatl-boosted Imperial Skirmishers are superior to most domains, including cost efficiency, training time, and bonuses.
The Spanish and Bulgarians appreciate the Imperial Skirmisher, due to lacking the Crossbowman.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Available with a Vietnamese ally
!Unavailable
|-
|{{Vietnamese icon}}
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Imperial Skirmishers are created 18% faster.
* Bulgarians: Blacksmith upgrades that benefit Archers cost 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Imperial Skirmishers are 25% cheaper.
* Celts: Imperial Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Imperial Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Lithuanians: Imperial Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded to Imperial Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Imperial Skirmishers don't cost gold.
* Tatars: Imperial skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Imperial Skirmishers have 20% more HP. Conscription is free.
* Koreans: Imperial Skirmishers costs 20% less wood. Armor upgrades are free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Imperial Skirmishers are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Imperial Skirmishers have +2 attack against standard buildings.
* A team containing Teutons: Imperial Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''Definitive Edition'' ===
* Koreans: Imperial Skirmishers cost -15% wood. With update 39284, they cost -20% wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost and all Blacksmith upgrades now cost 50% less food.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Portuguese: With update 42848, all technologies are researched 30% faster.
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{{Object_infobox|image1=file:Imperial skirmisher icon.png|introduced_in:=Rise of the Rajas|age:=Imperial age|created_by:=Archery range|creation_time=22|food=25|wood=35|health_points=35|accuracy=95%|attack=[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 5
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 5
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Imperial Skirmisher''' is the second unique unit of the Vietnamese in ''Age of Empires II HD: Rise of the Rajas''. It can be trained at the Archery Range once the Imperial Age is reached. As an upgrade of the Elite Skirmisher, it is an anti-archer ranged unit.
The Imperial Skirmisher is a shared unique unit, i.e. it is available to any player allied with the Vietnamese (except for the Turks) as their team bonus.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers, some gunpowder units like Hand Cannoneers and Conquistadors, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit Skirmishers.
Unlike its predecessor, Imperial Skirmishers are better suited for range support with better stats (1 more attack, 1 more pierce armor, slightly better accuracy and 1 more bonus damage for archers and cavalry archers) especially in the late Imperial Age. As the Imperial Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on wood and food economy. The Imperial Skirmisher also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range and low melee armor still makes them vulnerable.
As the team bonus for the Vietnamese, Imperial Skirmishers can only be trained if the player has a Vietnamese ally or are playing with the Vietnamese in the same fashion Condottieri and Genitours are trained, but unlike the other shared units it must be researched for each allied player at the Archery Range. As some other civilizations have bonuses for Skirmishers and Elite Skirmishers those buffs will also apply to the Imperial Skirmisher and this will give to the team an edge in late Imperial Age at "Trash Wars". It should also be noted that as Elite Skirmishers count as a generic unit, it is unaffected by the Samurai's attack bonus.
Unfortunately, the Turks cannot use the Imperial Skirmisher because it is an upgrade of the Elite Skirmisher, which the Turks have no access to. In contrast, other civilizations can put these units to great use, especially the Aztecs, Britons, Byzantines, Incas and Lithuanians; the first in particular, having somewhat lackluster Arbalesters, whereas Atlatl-boosted Imperial Skirmishers are superior to most domains, including cost efficiency, training time, and bonuses.
The Spanish and Bulgarians appreciate the Imperial Skirmisher, due to lacking the Crossbowman.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Available with a Vietnamese ally
!Unavailable
|-
|{{Vietnamese icon}}
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Imperial Skirmishers are created 18% faster.
* Bulgarians: Blacksmith upgrades that benefit Archers cost 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Imperial Skirmishers are 25% cheaper.
* Celts: Imperial Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Imperial Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Lithuanians: Imperial Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded to Imperial Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Imperial Skirmishers don't cost gold.
* Tatars: Imperial skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Imperial Skirmishers have 20% more HP. Conscription is free.
* Koreans: Imperial Skirmishers costs 20% less wood. Armor upgrades are free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Imperial Skirmishers are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Imperial Skirmishers have +2 attack against standard buildings.
* A team containing Teutons: Imperial Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''Definitive Edition'' ===
* Koreans: Imperial Skirmishers cost -15% wood. With update 39284, they cost -20% wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost and all Blacksmith upgrades now cost 50% less food.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|image1=file:Imperial skirmisher icon.png|introduced_in:=Rise of the Rajas|age:=Imperial age|created_by:=Archery range|creation_time=22|food=25|wood=35|health_points=35|accuracy=95%|attack=[[Pierce Armour|Pierce]]: 4
[[Archer Armour|Archer]]: 5
[[Spearman Armour|Spearman]]: 3
[[Cavalry Archer Armour|Cavalry Archer]]: 3
[[Standard Building Armour|Standard building]]: 0
[[Ram Armour|Ram]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 5
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 Seconds|speed=0.96|line_of_sight=7|range=5|minimum_range=1|projectile_speed=7|attack_delay=0.52 Seconds}}
The '''Imperial Skirmisher''' is the second unique unit of the Vietnamese in ''Age of Empires II HD: Rise of the Rajas''. It can be trained at the Archery Range once the Imperial Age is reached. As an upgrade of the Elite Skirmisher, it is an anti-archer ranged unit.
The Imperial Skirmisher is a shared unique unit, i.e. it is available to any player allied with the Vietnamese (except for the Turks) as their team bonus.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers, some gunpowder units like Hand Cannoneers and Conquistadors, and Pikemen (to a degree). With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. Nevertheless, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization bonuses benefit Skirmishers.
Unlike its predecessor, Imperial Skirmishers are better suited for range support with better stats (1 more attack, 1 more pierce armor, slightly better accuracy and 1 more bonus damage for archers and cavalry archers) especially in the late Imperial Age. As the Imperial Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on wood and food economy. The Imperial Skirmisher also have a +3 attack bonus against Pikemen, allowing groups of them to quickly take out approaching Pikemen, but their minimum range and low melee armor still makes them vulnerable.
As the team bonus for the Vietnamese, Imperial Skirmishers can only be trained if the player has a Vietnamese ally or are playing with the Vietnamese in the same fashion Condottieri and Genitours are trained, but unlike the other shared units it must be researched for each allied player at the Archery Range. As some other civilizations have bonuses for Skirmishers and Elite Skirmishers those buffs will also apply to the Imperial Skirmisher and this will give to the team an edge in late Imperial Age at "Trash Wars". It should also be noted that as Elite Skirmishers count as a generic unit, it is unaffected by the Samurai's attack bonus.
Unfortunately, the Turks cannot use the Imperial Skirmisher because it is an upgrade of the Elite Skirmisher, which the Turks have no access to. In contrast, other civilizations can put these units to great use, especially the Aztecs, Britons, Byzantines, Incas and Lithuanians; the first in particular, having somewhat lackluster Arbalesters, whereas Atlatl-boosted Imperial Skirmishers are superior to most domains, including cost efficiency, training time, and bonuses.
The Spanish and Bulgarians appreciate the Imperial Skirmisher, due to lacking the Crossbowman.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Available with a Vietnamese ally
!Unavailable
|-
|{{Vietnamese icon}}
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Vikings icon}}
|{{Turks icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Imperial Skirmishers are created 18% faster.
* Bulgarians: Blacksmith upgrades that benefit Archers cost 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Imperial Skirmishers are 25% cheaper.
* Celts: Imperial Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Imperial Skirmishers are 15%/20% cheaper in the Castle/Imperial Age.
* Lithuanians: Imperial Skirmishers move 10% faster.
* Portuguese: Elite Skirmishers are upgraded to Imperial Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Imperial Skirmishers don't cost gold.
* Tatars: Imperial skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Vietnamese: Imperial Skirmishers have 20% more HP. Conscription is free.
* Koreans: Imperial Skirmishers costs 20% less wood. Armor upgrades are free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Imperial Skirmishers are created 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Imperial Skirmishers have +2 attack against standard buildings.
* A team containing Teutons: Imperial Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''Definitive Edition'' ===
* Koreans: Imperial Skirmishers cost -15% wood. With update 39284, they cost -20% wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Bulgarians: Initially, the Team Bonus gave the Blacksmith a 50% work rate boost. With update 42848, this was changed to a 80% work rate boost and all Blacksmith upgrades now cost 50% less food.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
kaujr209dd5izoz0xf3r8e2toutlxes
Infantry Armour
0
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings}}
Infantry armour is an armour class possessed by all infantry
== Units with base Infantry damage ==
== Units with base Infantry armour ==
0 armour:
* [[Militia]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings}}
Infantry armour is an armour class possessed by all infantry
== Units with base Infantry damage ==
== Units with base Infantry armour ==
0 armour:
* [[Militia]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings}}
Infantry armour is an armour class possessed by all infantry
== Units with base Infantry damage ==
== Units with base Infantry armour ==
0 armour:
* [[Militia]]
*[[Militia|spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings}}
Infantry armour is an armour class possessed by all infantry
== Units with base Infantry damage ==
== Units with base Infantry armour ==
0 armour:
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
0 armour:
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
0 armour:
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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Striker the Third moved page [[Infantry armour]] to [[Infantry Armour]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
0 armour:
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
0 armour:
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
10 armour:
* [[Condottiero]]
0 armour:
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
10 armour:
* [[Condottiero]]
0 armour:
* [[Champion]]
* [[Long Swordsman|long swordsman]]
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
10 armour:
* [[Condottiero]]
0 armour:
* [[Champion]]
*[[Halberdier]]
* [[Long Swordsman|long swordsman]]
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
== Objects with base Infantry armour ==
10 armour:
* [[Condottiero]]
0 armour:
* [[Champion]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=1|introduced_in:=Age of Kings|image1=File:Champion icon.png}}
Infantry armour is an armour class possessed by all infantry
== Objects with base Infantry damage ==
10 damage:
* [[Hand Cannoneer]]
== Objects with base Infantry armour ==
10 armour:
* [[Condottiero]]
0 armour:
* [[Champion]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman|long swordsman]]
* [[Man-at-Arms|Man-at-arms]]
* [[Militia]]
*[[Pikeman]]
*[[spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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Infantry armour
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#REDIRECT [[Infantry Armour]]
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Long Swordsman
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Created page with "{{Object_infobox|image1=file:long swordsman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60..."
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{{Object_infobox|image1=file:long swordsman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 9
[[Eagle Warrior Armour|Eagle warrior]]: 6
[[Standard Building Armour|Standard building]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.63 seconds}}
The '''Long Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached.
<br />
== Overview and tactics ==
Like all members of the Militia line, the Long Swordsman's main advantage does not lie in individual strength but their ease of creation and general cheapness in terms of creation cost.
Long Swordsmen are the basic infantry units in the Castle Age. They are moderately strong, being able to defeat all standard Castle Age units but the Knight and Cavalry Archer in one on one combat. Like all basic infantry, Long Swordsmen also have an attack bonus versus buildings, which added to a high melee attack, gives them an use in raiding. They are weak against almost all archers, heavy cavalry, Mangonels (if they are unable to close the distance), and vulnerable to Scorpions and Monks, but good against Pikemen, Light Cavalry, Camel Riders, Skirmishers, Eagle Warriors, and Rams.
However, because of their general weakness to ranged units (and buildings) and low mobility (unlike cavalry), Long Swordsmen see little use outside as a counter to trash units, Camel RIders and Eagle Warriors. And although they are cheap in gold, they cost a substantial amount of food, which is not worth it due to their low durability and slowness. One thing to be considered is that two Long Swordsmen can beat one full health Knight, being very favorable. However, in general situations, the player is much better producing Pikemen as a counter, mass producing Crossbowmen, or using the food economy to boom or get to the Imperial Age.
A special case for the use of Long Swordsmen would be playing against Goths, as an archer civilization with no access to strong Knights. Then, it would be a good move to mass Long Swordsmen, due to having relatively good trades with Huskarls, and because of their subsequent upgrades of Two-Handed Swordsman and Champion, both faring even better against Elite Huskarls.
<br />
== Civilization bonuses ==
* Aztecs: Long Swordsmen are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Long Swordsmen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Long Swordsmen move 15% faster. Long Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Long Swordsmen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Long Swordsmen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching, Squires and upgrading to Two-Handed Swordsman is 100% faster.
* Japanese: Long Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Long Swordsmen have +2/+3 pierce armor in the Castle/Imperial Age.
* Portuguese: Long Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Long Swordsmen cost no gold.
* Tatars: Long Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Long Swordsmen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Long Swordsmen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Long Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Long Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Long Swordsmen have 55 HP.
* Long Swordsmen have +2 attack against standard buildings.
* Long Swordsmen have 0 pierce armor.
* Goths: Long Swordsmen are 15%/25% cheaper in the Castle/Imperial Age. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Long Swordsmen have +4 attack against Eagle Warriors.
* Long Swordsmen have 1 pierce armor.
* Heresy technology introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Long Swordsmen are 35% cheaper. Perfusion technology introduced.
=== ''The Forgotten'' ===
* Long Swordsmen have 60 HP.
* Long Swordsmen have +3 attack against standard buildings.
* Long Swordsmen have +6 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson technology introduced.
* Vikings: With patch 4.8, the technology Chieftains affects Long Swordsmen. It gives Long Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains grants Long Swordsmen +4 attack against camels.
* Malay: Forced Levy research removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking technology removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Supplies technology introduced.
* Bulgarians: Bagains technology introduced.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age; and bonus damage against buildings is +2/+3 in the Castle/Imperial Age.
* Malay: Forced Levy changes the Militia line's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Long Swordsmen have +1/+0 armor. With update 36906, Long Swordsmen receive another +1/+0 armor in the Imperial Age.
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{{Object_infobox|image1=file:long swordsman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 9
[[Eagle Warrior Armour|Eagle warrior]]: 6
[[Standard Building Armour|Standard building]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.63 seconds}}
The '''Long Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached.
<br />
== Overview and tactics ==
Like all members of the Militia line, the Long Swordsman's main advantage does not lie in individual strength but their ease of creation and general cheapness in terms of creation cost.
Long Swordsmen are the basic infantry units in the Castle Age. They are moderately strong, being able to defeat all standard Castle Age units but the Knight and Cavalry Archer in one on one combat. Like all basic infantry, Long Swordsmen also have an attack bonus versus buildings, which added to a high melee attack, gives them an use in raiding. They are weak against almost all archers, heavy cavalry, Mangonels (if they are unable to close the distance), and vulnerable to Scorpions and Monks, but good against Pikemen, Light Cavalry, Camel Riders, Skirmishers, Eagle Warriors, and Rams.
However, because of their general weakness to ranged units (and buildings) and low mobility (unlike cavalry), Long Swordsmen see little use outside as a counter to trash units, Camel RIders and Eagle Warriors. And although they are cheap in gold, they cost a substantial amount of food, which is not worth it due to their low durability and slowness. One thing to be considered is that two Long Swordsmen can beat one full health Knight, being very favorable. However, in general situations, the player is much better producing Pikemen as a counter, mass producing Crossbowmen, or using the food economy to boom or get to the Imperial Age.
A special case for the use of Long Swordsmen would be playing against Goths, as an archer civilization with no access to strong Knights. Then, it would be a good move to mass Long Swordsmen, due to having relatively good trades with Huskarls, and because of their subsequent upgrades of Two-Handed Swordsman and Champion, both faring even better against Elite Huskarls.
<br />
== Civilization bonuses ==
* Aztecs: Long Swordsmen are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Long Swordsmen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Long Swordsmen move 15% faster. Long Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Long Swordsmen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Long Swordsmen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching, Squires and upgrading to Two-Handed Swordsman is 100% faster.
* Japanese: Long Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Long Swordsmen have +2/+3 pierce armor in the Castle/Imperial Age.
* Portuguese: Long Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Long Swordsmen cost no gold.
* Tatars: Long Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Long Swordsmen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Long Swordsmen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Long Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Long Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Long Swordsmen have 55 HP.
* Long Swordsmen have +2 attack against standard buildings.
* Long Swordsmen have 0 pierce armor.
* Goths: Long Swordsmen are 15%/25% cheaper in the Castle/Imperial Age. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Long Swordsmen have +4 attack against Eagle Warriors.
* Long Swordsmen have 1 pierce armor.
* Heresy technology introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Long Swordsmen are 35% cheaper. Perfusion technology introduced.
=== ''The Forgotten'' ===
* Long Swordsmen have 60 HP.
* Long Swordsmen have +3 attack against standard buildings.
* Long Swordsmen have +6 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson technology introduced.
* Vikings: With patch 4.8, the technology Chieftains affects Long Swordsmen. It gives Long Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains grants Long Swordsmen +4 attack against camels.
* Malay: Forced Levy research removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking technology removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Supplies technology introduced.
* Bulgarians: Bagains technology introduced.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age; and bonus damage against buildings is +2/+3 in the Castle/Imperial Age.
* Malay: Forced Levy changes the Militia line's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Long Swordsmen have +1/+0 armor. With update 36906, Long Swordsmen receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file:long swordsman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 9
[[Eagle Warrior Armour|Eagle warrior]]: 6
[[Standard Building Armour|Standard building]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.63 seconds}}
The '''Long Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached.
<br />
== Overview and tactics ==
Like all members of the Militia line, the Long Swordsman's main advantage does not lie in individual strength but their ease of creation and general cheapness in terms of creation cost.
Long Swordsmen are the basic infantry units in the Castle Age. They are moderately strong, being able to defeat all standard Castle Age units but the Knight and Cavalry Archer in one on one combat. Like all basic infantry, Long Swordsmen also have an attack bonus versus buildings, which added to a high melee attack, gives them an use in raiding. They are weak against almost all archers, heavy cavalry, Mangonels (if they are unable to close the distance), and vulnerable to Scorpions and Monks, but good against Pikemen, Light Cavalry, Camel Riders, Skirmishers, Eagle Warriors, and Rams.
However, because of their general weakness to ranged units (and buildings) and low mobility (unlike cavalry), Long Swordsmen see little use outside as a counter to trash units, Camel RIders and Eagle Warriors. And although they are cheap in gold, they cost a substantial amount of food, which is not worth it due to their low durability and slowness. One thing to be considered is that two Long Swordsmen can beat one full health Knight, being very favorable. However, in general situations, the player is much better producing Pikemen as a counter, mass producing Crossbowmen, or using the food economy to boom or get to the Imperial Age.
A special case for the use of Long Swordsmen would be playing against Goths, as an archer civilization with no access to strong Knights. Then, it would be a good move to mass Long Swordsmen, due to having relatively good trades with Huskarls, and because of their subsequent upgrades of Two-Handed Swordsman and Champion, both faring even better against Elite Huskarls.
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Long Swordsmen are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Long Swordsmen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Long Swordsmen move 15% faster. Long Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Long Swordsmen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Long Swordsmen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching, Squires and upgrading to Two-Handed Swordsman is 100% faster.
* Japanese: Long Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Long Swordsmen have +2/+3 pierce armor in the Castle/Imperial Age.
* Portuguese: Long Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Long Swordsmen cost no gold.
* Tatars: Long Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Long Swordsmen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Long Swordsmen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Long Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Long Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Long Swordsmen have 55 HP.
* Long Swordsmen have +2 attack against standard buildings.
* Long Swordsmen have 0 pierce armor.
* Goths: Long Swordsmen are 15%/25% cheaper in the Castle/Imperial Age. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Long Swordsmen have +4 attack against Eagle Warriors.
* Long Swordsmen have 1 pierce armor.
* Heresy technology introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Long Swordsmen are 35% cheaper. Perfusion technology introduced.
=== ''The Forgotten'' ===
* Long Swordsmen have 60 HP.
* Long Swordsmen have +3 attack against standard buildings.
* Long Swordsmen have +6 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson technology introduced.
* Vikings: With patch 4.8, the technology Chieftains affects Long Swordsmen. It gives Long Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains grants Long Swordsmen +4 attack against camels.
* Malay: Forced Levy research removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking technology removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Supplies technology introduced.
* Bulgarians: Bagains technology introduced.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age; and bonus damage against buildings is +2/+3 in the Castle/Imperial Age.
* Malay: Forced Levy changes the Militia line's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Long Swordsmen have +1/+0 armor. With update 36906, Long Swordsmen receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file:long swordsman icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 9
[[Eagle Warrior Armour|Eagle warrior]]: 6
[[Standard Building Armour|Standard building]]: 3
[[Camel Armour|Camel]]: 0
[[Cavalry Armour|Cavalry]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.63 seconds}}
The '''Long Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached.
<br />
== Overview and tactics ==
Like all members of the Militia line, the Long Swordsman's main advantage does not lie in individual strength but their ease of creation and general cheapness in terms of creation cost.
Long Swordsmen are the basic infantry units in the Castle Age. They are moderately strong, being able to defeat all standard Castle Age units but the Knight and Cavalry Archer in one on one combat. Like all basic infantry, Long Swordsmen also have an attack bonus versus buildings, which added to a high melee attack, gives them an use in raiding. They are weak against almost all archers, heavy cavalry, Mangonels (if they are unable to close the distance), and vulnerable to Scorpions and Monks, but good against Pikemen, Light Cavalry, Camel Riders, Skirmishers, Eagle Warriors, and Rams.
However, because of their general weakness to ranged units (and buildings) and low mobility (unlike cavalry), Long Swordsmen see little use outside as a counter to trash units, Camel RIders and Eagle Warriors. And although they are cheap in gold, they cost a substantial amount of food, which is not worth it due to their low durability and slowness. One thing to be considered is that two Long Swordsmen can beat one full health Knight, being very favorable. However, in general situations, the player is much better producing Pikemen as a counter, mass producing Crossbowmen, or using the food economy to boom or get to the Imperial Age.
A special case for the use of Long Swordsmen would be playing against Goths, as an archer civilization with no access to strong Knights. Then, it would be a good move to mass Long Swordsmen, due to having relatively good trades with Huskarls, and because of their subsequent upgrades of Two-Handed Swordsman and Champion, both faring even better against Elite Huskarls.
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Long Swordsmen are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Long Swordsmen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Long Swordsmen move 15% faster. Long Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Long Swordsmen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Long Swordsmen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching, Squires and upgrading to Two-Handed Swordsman is 100% faster.
* Japanese: Long Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Long Swordsmen have +2/+3 pierce armor in the Castle/Imperial Age.
* Portuguese: Long Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Long Swordsmen cost no gold.
* Tatars: Long Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Long Swordsmen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Long Swordsmen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Long Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Long Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Long Swordsmen have 55 HP.
* Long Swordsmen have +2 attack against standard buildings.
* Long Swordsmen have 0 pierce armor.
* Goths: Long Swordsmen are 15%/25% cheaper in the Castle/Imperial Age. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Long Swordsmen have +4 attack against Eagle Warriors.
* Long Swordsmen have 1 pierce armor.
* Heresy technology introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Long Swordsmen are 35% cheaper. Perfusion technology introduced.
=== ''The Forgotten'' ===
* Long Swordsmen have 60 HP.
* Long Swordsmen have +3 attack against standard buildings.
* Long Swordsmen have +6 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson technology introduced.
* Vikings: With patch 4.8, the technology Chieftains affects Long Swordsmen. It gives Long Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains grants Long Swordsmen +4 attack against camels.
* Malay: Forced Levy research removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking technology removed; all infantry receive +2 LOS upon reaching the Feudal Age.
* Supplies technology introduced.
* Bulgarians: Bagains technology introduced.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age; and bonus damage against buildings is +2/+3 in the Castle/Imperial Age.
* Malay: Forced Levy changes the Militia line's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Long Swordsmen have +1/+0 armor. With update 36906, Long Swordsmen receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Mameluke Armour
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=35|introduced_in:=Rise of the Rajas}}
== Objects with base Mameluke damage ==
4 damage:
* [[Spearman]]
== Objects with base Mameluke armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=35|introduced_in:=Rise of the Rajas}}
Mameluke armour is an armour class used exclusively by Mamelukes.
== Objects with base Mameluke damage ==
4 damage:
* [[Spearman]]
== Objects with base Mameluke armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=35|introduced_in:=Rise of the Rajas|image1=File:elite mameluke icon.png}}
Mameluke armour is an armour class used exclusively by Mamelukes.
== Objects with base Mameluke damage ==
4 damage:
* [[Spearman]]
== Objects with base Mameluke armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=35|introduced_in:=Rise of the Rajas|image1=File:elite mameluke icon.png}}
Mameluke armour is an armour class used exclusively by Mamelukes.
== Objects with base Mameluke damage ==
4 damage:
* [[Spearman]]
== Objects with base Mameluke armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=35|introduced_in:=Rise of the Rajas|image1=File:elite mameluke icon.png}}
Mameluke armour is an armour class used exclusively by Mamelukes.
== Objects with base Mameluke damage ==
11 damage:
*[[Halberdier]]
*[[Pikeman]]
4 damage:
* [[Spearman]]
== Objects with base Mameluke armour ==
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#REDIRECT [[Mameluke Armour]]
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Man-at-Arms
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0}}
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the Militia, being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the Militia, being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the [[Militia]], being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-17T05:07:23Z
Striker the Third
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text/x-wiki
{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the [[Militia]], being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
==Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-21T21:58:47Z
Striker the Third
34531925
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{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2
[[Cavalry Armour|Cavalry]]: 0
[[Eagle Warrior Armour|Eagle warrior]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the [[Militia]], being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
==Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-21T22:01:19Z
Striker the Third
34531925
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wikitext
text/x-wiki
{{Object_infobox|age:=Feudal age|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|image1=file:Man at arms icon.png|introduced_in:=Age of kings|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=45|attack=[[Melee Armour|Melee]]: 6
[[Eagle Warrior Armour|Eagle warrior]]: 2
[[Standard Building Armour|Standard building]]: 2
[[Camel Armour|Camel]]: 0
[[Cavalry Armour|Cavalry]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.88 seconds}}The '''Man-at-Arms''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.
<br />
== Tactics ==
As a military unit, the Man-at-Arms fills a similar niche to the [[Militia]], being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.
Men-at-Arms work best when paired with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.
Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.
==Civilization availability ==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Men-at-Arms are created 11% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Men-at-Arms have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Men-at-Arms move 15% faster. Men-at-Arms can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Men-at-Arms are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Men-at-Arms are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Long Swordsman is 100% faster.
* Japanese: Men-at-Arms attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Men-at-Arms have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Men-at-Arms cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Men-at-Arms don't cost gold.
* Teutons: Men-at-Arms have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Men-at-Arms have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Men-at-Arms are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Men-at-Arms are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Men-at-Arms have +1 attack against standard buildings.
* Men-at-Arms have 0 pierce armor.
* Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Men-at-Arms now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Men-at-Arms are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Men-at-Arms now have +2 attack against standard buildings.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Men-at-Arms. It gives Men-at-Arms +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Men-at-Arms +4 attack against camels.
* Malay: Forced Levy removes the Men-at-Arm's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Bagains introduced.
* Goths: With update 36202, cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Men-at-Arms's gold cost to food cost.
* Initially, Bagains gives +3 armor. After Update 34055, it gives +5 armor.
* Teutons: With update 35584, Men-at-Arms have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2020-12-10T07:56:32Z
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Created page with "{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}"
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
The melee armour class is one of the two core classes along with the melee class. All interactable objects posses melee armour.
== Units with base melee damage ==
4 damage:
* Archer<br />
== Units with base melee armour ==
0 armour:
* Archer
* Militia
[[Category:Armour class]]
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text/x-wiki
{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
The melee armour class is one of the two core classes along with the melee class. All interactable objects posses melee armour.
== Units with base melee damage ==
4 damage:
*[[Militia]]<br />
== Units with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
[[Category:Armour class]]
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text/x-wiki
{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Units with base melee damage ==
4 damage:
*[[Militia]]<br />
== Units with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
[[Category:Armour class]]
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Striker the Third
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text/x-wiki
{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Units with base melee damage ==
4 damage:
*[[Militia]]
*[[Spearman|spearman<br />]]
== Units with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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text/x-wiki
{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage:
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage:
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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Striker the Third moved page [[Melee armour]] to [[Melee Armour]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage:
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage: file:militia_icon.png
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage: [file:militia_icon.png]
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
4 damage: <nowiki>[[file:militia_icon.png]]</nowiki>
*[[Militia]]
*[[Spearman|spearman<br />]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Militia]]
*[[spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
6 damage:
* [[Man-at-Arms|Man-at-arms]]
4 damage:
*[[Militia]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
0 armour:
*[[Archer]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
10 damage:
* [[Condottiero]]
6 damage:
* [[Man-at-Arms|Man-at-arms]]
4 damage:
*[[Militia]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Condottiero]]
0 armour:
*[[Archer]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Spearman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Long Swordsman|long swordsman]]
6 damage:
* [[Man-at-Arms|Man-at-arms]]
4 damage:
*[[Militia]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
*[[Archer]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Long Swordsman|long swordsman]]
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
*[[Archer]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
*[[Archer]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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{{Armour class infobox|armour_class_id:=4|introduced_in:=Age of Kings|image1=File:Teutonic knight icon.png}}
The melee armour class is one of the two core classes along with the [[Pierce armour|pierce class]]. All interactable objects posses melee armour.
== Objects with base melee damage ==
13 damage:
* [[Champion]]
12 damage:
* [[Two-Handed Swordsman]]
10 damage:
* [[Condottiero]]
9 damage:
* [[Elite Eagle Warrior|Elite eagle warrior]]
*[[Long Swordsman|Long swordsman]]
7 damage:
* [[Eagle Warrior]]
* [[Eagle Scout|Eagle scout]](in castle and imperial age)
6 damage:
* [[Halberdier]]
* [[Man-at-Arms|Man-at-arms]]
4 damage:
* [[Eagle Scout|Eagle scout]](in dark and feudal age)
*[[Militia]]
*[[Pikeman]]
3 damage:
*[[Spearman]]
== Objects with base melee armour ==
1 armour:
* [[Champion]]
* [[Condottiero]]
*[[Hand Cannoneer]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Halberdier]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Long Swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Pikeman]]
*[[Skirmisher]]
*[[Spearman]]
*[[Two-Handed Swordsman]]
[[Category:Armour class]]
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Melee armour
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#REDIRECT [[Melee Armour]]
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Created page with "{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0 Pierc..."
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
[[Category:Unit]]
[[Category:Object]]
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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2020-12-10T04:52:50Z
Striker the Third
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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Striker the Third
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=Melee: 0
Pierce: 1
Infantry: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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2020-12-10T06:33:09Z
Striker the Third
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=Melee: 4|armour=[[Melee armour|Melee: 0]]
[[Pierce armour|Pierce: 1]]
[[Infantry armour|Infantry: 0]]|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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2020-12-10T07:33:23Z
Striker the Third
34531925
354
wikitext
text/x-wiki
{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=[[Melee armour|melee]]: 4|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Infantry armour|Infantry]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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2020-12-11T03:48:30Z
Striker the Third
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362
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text/x-wiki
{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=[[Melee armour|melee]]: 4|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Infantry armour|Infantry]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
==Civilization bonuses==
*Aztecs: Militia are created 11% faster.
*Bulgarians: The upgrade to Man-at-Arms is free.
*Burmese: Militia have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
*Celts: Militia move 15% faster starting from the Feudal Age Militia can convert herdables even if enemy units are next to them.
*Chinese: Technologies that benefit Militia are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
*Goths: Militia are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Man-at-Arms is 100% faster.
*Japanese: Militia attack 33% faster (starting in the Feudal Age).
*Magyars: Forging, Iron Casting, and Blast Furnace are free.
*Malians: Militia have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
*Portuguese: Militia cost -15% gold.
*Slavs: Supplies is free.
*Spanish: Blacksmith upgrades that benefit Militia cost no gold.
*Teutons: Militia have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
*Vietnamese: Conscription is free.
*Vikings: Militia have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
==Team bonuses==
*A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
*A team containing Bulgarians: Researching Blacksmith technologies that benefit Militia is 50% faster.
*A team containing Goths: Militia are created and upgraded 20% faster. Researching Supplies, Squires, and Arson is 20% faster.
*A team containing Lithuanians: Researching Faith and Heresy is 20% faster.
*A team containing Teutons: Militia are more resistant to conversion.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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2021-01-17T05:07:56Z
Striker the Third
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958
wikitext
text/x-wiki
{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=[[Melee armour|melee]]: 4|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Infantry armour|Infantry]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
==Civilization bonuses==
*Aztecs: Militia are created 11% faster.
*Bulgarians: The upgrade to Man-at-Arms is free.
*Burmese: Militia have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
*Celts: Militia move 15% faster starting from the Feudal Age Militia can convert herdables even if enemy units are next to them.
*Chinese: Technologies that benefit Militia are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
*Goths: Militia are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Man-at-Arms is 100% faster.
*Japanese: Militia attack 33% faster (starting in the Feudal Age).
*Magyars: Forging, Iron Casting, and Blast Furnace are free.
*Malians: Militia have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
*Portuguese: Militia cost -15% gold.
*Slavs: Supplies is free.
*Spanish: Blacksmith upgrades that benefit Militia cost no gold.
*Teutons: Militia have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
*Vietnamese: Conscription is free.
*Vikings: Militia have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
==Team bonuses==
*A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
*A team containing Bulgarians: Researching Blacksmith technologies that benefit Militia is 50% faster.
*A team containing Goths: Militia are created and upgraded 20% faster. Researching Supplies, Squires, and Arson is 20% faster.
*A team containing Lithuanians: Researching Faith and Heresy is 20% faster.
*A team containing Teutons: Militia are more resistant to conversion.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=[[Melee armour|melee]]: 4
[[Cavalry Armour|Cavalry]]: 0
[[Eagle Warrior Armour|Eagle warrior]]: 0
[[Standard Building Armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Infantry armour|Infantry]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
==Civilization bonuses==
*Aztecs: Militia are created 11% faster.
*Bulgarians: The upgrade to Man-at-Arms is free.
*Burmese: Militia have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
*Celts: Militia move 15% faster starting from the Feudal Age Militia can convert herdables even if enemy units are next to them.
*Chinese: Technologies that benefit Militia are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
*Goths: Militia are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Man-at-Arms is 100% faster.
*Japanese: Militia attack 33% faster (starting in the Feudal Age).
*Magyars: Forging, Iron Casting, and Blast Furnace are free.
*Malians: Militia have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
*Portuguese: Militia cost -15% gold.
*Slavs: Supplies is free.
*Spanish: Blacksmith upgrades that benefit Militia cost no gold.
*Teutons: Militia have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
*Vietnamese: Conscription is free.
*Vikings: Militia have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
==Team bonuses==
*A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
*A team containing Bulgarians: Researching Blacksmith technologies that benefit Militia is 50% faster.
*A team containing Goths: Militia are created and upgraded 20% faster. Researching Supplies, Squires, and Arson is 20% faster.
*A team containing Lithuanians: Researching Faith and Heresy is 20% faster.
*A team containing Teutons: Militia are more resistant to conversion.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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{{Object_infobox|introduced_in:=Age of Kings|age:=Dark age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=40|attack=[[Melee armour|melee]]: 4
[[Camel Armour|Camel]]: 0
[[Cavalry Armour|Cavalry]]: 0
[[Eagle Warrior Armour|Eagle warrior]]: 0
[[Standard Building Armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 1
[[Infantry armour|Infantry]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=2 seconds|speed=0.9|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds|image1=File:Militia icon.png}}
The '''Militia''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.
==Tactics==
The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.
With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
==Civilization bonuses==
*Aztecs: Militia are created 11% faster.
*Bulgarians: The upgrade to Man-at-Arms is free.
*Burmese: Militia have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
*Celts: Militia move 15% faster starting from the Feudal Age Militia can convert herdables even if enemy units are next to them.
*Chinese: Technologies that benefit Militia are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
*Goths: Militia are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Man-at-Arms is 100% faster.
*Japanese: Militia attack 33% faster (starting in the Feudal Age).
*Magyars: Forging, Iron Casting, and Blast Furnace are free.
*Malians: Militia have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
*Portuguese: Militia cost -15% gold.
*Slavs: Supplies is free.
*Spanish: Blacksmith upgrades that benefit Militia cost no gold.
*Teutons: Militia have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
*Vietnamese: Conscription is free.
*Vikings: Militia have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
==Team bonuses==
*A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
*A team containing Bulgarians: Researching Blacksmith technologies that benefit Militia is 50% faster.
*A team containing Goths: Militia are created and upgraded 20% faster. Researching Supplies, Squires, and Arson is 20% faster.
*A team containing Lithuanians: Researching Faith and Heresy is 20% faster.
*A team containing Teutons: Militia are more resistant to conversion.
== Changelog ==
=== ''The Age of Kings'' ===
* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.
=== ''Definitive Edition'' ===
* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.
[[Category:Unit]]
[[Category:Object]]
[[Category:Infantry]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the melee class. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4:Archer
<br />
== Units with base pierce armour ==
1: Archer, Militia
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the melee class. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage: Archer
<br />
== Units with base pierce armour ==
1 armour: Archer, Militia
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the melee class. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage:
* Archer<br />
== Units with base pierce armour ==
1 armour:
* Archer
* Militia
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the melee class. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Units with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Units with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Units with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Units with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Units with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:rattan archer icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
0 armour:
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
0 armour:
* [[Condottiero]]
* [[spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
0 armour:
* [[Condottiero]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Condottiero]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Condottiero]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Archer]]
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Condottiero]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
6 damage:
* [[Arbalester]]
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]<br />
== Objects with base pierce armour ==
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
6 damage:
* [[Arbalester]]
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]
2 damage:
* [[Skirmisher]]
== Objects with base pierce armour ==
3 armour:
* [[Skirmisher]]
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
6 damage:
* [[Arbalester]]
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]
3 damage:
* [[Elite Skirmisher|Elite skirmisher]]
2 damage:
* [[Skirmisher]]
== Objects with base pierce armour ==
4 armour:
* [[Elite Skirmisher|Elite skirmisher]]
3 armour:
* [[Skirmisher]]
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
6 damage:
* [[Arbalester]]
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]
*[[Imperial Skirmisher|Imperial skirmisher]]
3 damage:
* [[Elite Skirmisher|Elite skirmisher]]
2 damage:
* [[Skirmisher]]
== Objects with base pierce armour ==
5 armour:
* [[Imperial Skirmisher|Imperial skirmisher]]
4 armour:
* [[Elite Skirmisher|Elite skirmisher]]
3 armour:
* [[Skirmisher]]
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=3|introduced_in:=Age of Kings|image1=file:elite skirmisher icon.png}}
The pierce armour class is one of the two core classes along with the [[Melee armour|melee class]]. All interactable objects posses pierce armour.
== Objects with base pierce damage ==
17 damage:
* [[Hand Cannoneer]]
6 damage:
* [[Arbalester]]
5 damage:
* [[Crossbowman]]
4 damage:
*[[Archer]]
*[[Imperial Skirmisher|Imperial skirmisher]]
3 damage:
* [[Elite Skirmisher|Elite skirmisher]]
2 damage:
* [[Skirmisher]]
== Objects with base pierce armour ==
5 armour:
* [[Imperial Skirmisher|Imperial skirmisher]]
4 armour:
* [[Elite Skirmisher|Elite skirmisher]]
3 armour:
* [[Skirmisher]]
1 armour:
*[[Champion]]
*[[Long Swordsman|long swordsman]]
*[[Man-at-Arms|Man-at-arms]]
*[[Militia]]
*[[Two-Handed Swordsman]]
0 armour:
* [[Arbalester]]
*[[Archer]]
*[[Condottiero]]
*[[Crossbowman]]
*[[Eagle Scout|Eagle scout]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Halberdier]]
*[[Hand Cannoneer]]
*[[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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Pierce armour
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Striker the Third moved page [[Pierce armour]] to [[Pierce Armour]]
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#REDIRECT [[Pierce Armour]]
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Pikeman
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Created page with "{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=Mele..."
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee armour|Melee]]: 2
[[War elephant armour|War elephant]]: 25
[[Cavalry armour|Cavalry]]: 22
[[Camel armour|Camel]]: 18
[[Ship armour|Ship]]: 16
[[Fishing ship armour|Fishing ship]]: 16
[[Mameluke armour|Mameluke]]: 11
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee Armour|Melee]]: 4
[[War Elephant Armour|War elephant]]: 25
[[Cavalry Armour|Cavalry]]: 22
[[Camel Armour|Camel]]: 18
[[Ship Armour|Ship]]: 16
[[Fishing Ship armour|Fishing ship]]: 16
[[Mameluke Armour|Mameluke]]: 11
[[Eagle Warrior Armour|Eagle Warrior]]: 1
[[Standard Building Armour|Standard building]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Spearman Armour|Spearman]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee Armour|Melee]]: 4
[[War Elephant Armour|War elephant]]: 25
[[Cavalry Armour|Cavalry]]: 22
[[Camel Armour|Camel]]: 18
[[Ship Armour|Ship]]: 16
[[Fishing Ship Armour|Fishing ship]]: 16
[[Mameluke Armour|Mameluke]]: 11
[[Eagle Warrior Armour|Eagle Warrior]]: 1
[[Standard Building Armour|Standard building]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Spearman Armour|Spearman]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee Armour|Melee]]: 4
[[War Elephant Armour|War elephant]]: 25
[[Cavalry Armour|Cavalry]]: 22
[[Camel Armour|Camel]]: 18
[[Ship Armour|Ship]]: 16
[[Fishing Ship Armour|Fishing ship]]: 16
[[Mameluke Armour|Mameluke]]: 11
[[Eagle Warrior Armour|Eagle Warrior]]: 1
[[Standard Building Armour|Standard building]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Spearman Armour|Spearman]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee Armour|Melee]]: 4
[[War Elephant Armour|War elephant]]: 25
[[Cavalry Armour|Cavalry]]: 22
[[Camel Armour|Camel]]: 18
[[Ship Armour|Ship]]: 16
[[Fishing Ship Armour|Fishing ship]]: 16
[[Mameluke Armour|Mameluke]]: 11
[[Eagle Warrior Armour|Eagle Warrior]]: 1
[[Standard Building Armour|Standard building]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Spearman Armour|Spearman]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
{| class="article-table"
|+
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=file: pikeman_icon.png|introduced_in:=Age of Kings|age:=Castle age|created_by:=Barracks|creation_time=22|food=35|wood=25|health_points=55|attack=[[Melee Armour|Melee]]: 4
[[War Elephant Armour|War elephant]]: 25
[[Cavalry Armour|Cavalry]]: 22
[[Camel Armour|Camel]]: 18
[[Ship Armour|Ship]]: 16
[[Fishing Ship Armour|Fishing ship]]: 16
[[Mameluke Armour|Mameluke]]: 11
[[Eagle Warrior Armour|Eagle Warrior]]: 1
[[Standard Building Armour|Standard building]]: 1|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 0
[[Infantry Armour|Infantry]]: 0
[[Spearman Armour|Spearman]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=3.05 seconds|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6|attack_delay=0.5 seconds}}
The '''Pikeman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Castle Age is reached. They are an excellent cavalry-counter. They are weak against anything outside the cavalry section, particularly archers, but make up for it by being one of the cheapest military units in the game. Additionally, no gold is required to train them, making them "trash units".
Pikemen are available to all civilizations except for the Turks.
<br />
== Tactics ==
The Pikeman performs outstandingly against cavalry, doing 26 base damage to Knights and 51 to War Elephants. This is nearly a 50% increase in attack, which makes their upgrade from Spearmen extremely important to get.
Due to their frailty, however, they should always operate in groups. In addition to cavalry, they are decent at combating enemy Skirmishers (even though Skirmishers do bonus damage to them), because they can outspeed the Skirmishers and exploit their minimum range. Pikemen are useful when attacking players who are basing their army on cavalry units or when defending against cavalry raids. They make an excellent complement for siege weapons, as they can protect them against enemy melee cavalry. Though they might lack offensive power to defeat enemy units outside of the cavalry sector, they can serve as cannon fodder since they are as cheap as a military unit can be.
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
<br />
== Civilization bonuses ==
* Aztecs: Pikemen are created 18% faster.
* Burmese: Pikemen have +2/+3 attack in the Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Pikemen are 25% cheaper.
* Celts: Pikemen move 15% faster. Pikemen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Pikemen are 15%/20% cheaper in the Castle/Imperial Age.
* Goths: Pikemen are 30%/35% cheaper in the Castle/Imperial Age, and have +2/+3 attack against standard buildings in the Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Halberdier is 100% faster.
* Japanese: Pikemen attack 33% faster.
* Lithuanians: Pikemen move 10% faster. With Tower Shields, they receive an additional +2 pierce armor.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Pikemen have +2/+3 pierce armor in the Castle/Imperial Age.
* Slavs: Tracking is free (not applicable in the ''Definitive Edition'', as Tracking was removed).
* Spanish: Blacksmith upgrades that benefit Pikemen don't cost gold.
* Tatars: Pikemen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Pikemen have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Pikemen have 15%/20% more hit points in the Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Pikemen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Pikemen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Pikemen are 15%/25% cheaper in the Castle/Imperial Age.
=== ''The Conquerors'' ===
* Pikemen gain +11 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Pikemen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Pikemen now have +16 attack against camels and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Ethiopians: The Halberdier upgrade is free.
* Vikings: With patch 4.8, Chieftains now affects Pikemen. It gives Pikemen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Pikemen now deal +18 damage against camel units.
* Ethiopians: With patch 5.7, the free Halberdier upgrade was removed.
* Vikings: With patch 5.7, Chieftains now gives Pikemen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Pikemen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, cost bonus is 30%/35% in the Castle/Imperial Age and bonus damage against buildings is +2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Ram Armour
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Infantry armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Infantry armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Infantry armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
0 damage:
* [[Archer]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Ram armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
0 damage:
* [[Archer]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Ram armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
0 damage:
* [[Archer]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Battering ram icon.png|armour_class_id:=17|introduced_in:=The Age of Kings}}
Ram armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
2 damage:
* [[Hand Cannoneer]]
0 damage:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
== Objects with base ram armour ==
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#REDIRECT [[Ram Armour]]
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings}}
== Objects with base Ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings}}
Ship armour is an armour class used by all ships except for fishing ships
== Objects with base Ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings}}
Ship armour is an armour class used by all ships except for fishing ships.
== Objects with base Ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings|image1=file:galleon icon.png}}
Ship armour is an armour class used by all ships except for fishing ships.
== Objects with base Ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings|image1=file:galleon icon.png}}
Ship armour is an armour class used by all ships except for fishing ships.
== Objects with base Ship damage ==
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings|image1=file:galleon icon.png}}
Ship armour is an armour class used by all ships except for fishing ships.
== Objects with base Ship damage ==
17 damage:
* [[Halberdier]]
16 damage:
* [[Pikeman]]
9 damage:
* [[Spearman]]
== Objects with base Ship armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=16|introduced_in:=Age of Kings|image1=file:galleon icon.png}}
Ship armour is an armour class used by all ships except for fishing ships.
== Objects with base Ship damage ==
17 damage:
* [[Halberdier]]
16 damage:
* [[Pikeman]]
9 damage:
* [[Spearman]]
2 damage:
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
1 damage:
* [[Eagle Scout|Eagle scout]]
== Objects with base Ship armour ==
dch30rtkmser61iq18f7zy5mucbih7b
Ship armour
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Striker the Third moved page [[Ship armour]] to [[Ship Armour]]
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#REDIRECT [[Ship Armour]]
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Siege Weapon Armour
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Skirmisher
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Created page with "{{Object_infobox|age:=Feudal age|created_by:=Archery range|creation_time=22 Seconds|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 2 [[Archer Armour|Archer]]: 3 Spearman Arm..."
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{{Object_infobox|age:=Feudal age|created_by:=Archery range|creation_time=22 Seconds|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 2
[[Archer Armour|Archer]]: 3
[[Spearman Armour|Spearman]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|attack_delay=0.52 Seconds|image1=File:Skirmisher icon.png|introduced_in:=The Age of Kings|food=25|wood=35|health_points=30|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=6|range=4|minimum_range=1|projectile_speed=7}}
The '''Skirmisher''' is an anti-archer ranged unit that can be trained at the Archery Range. Skirmishers are similar to the Slinger in ''Age of Empires I''.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers. With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. However, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization's bonuses benefit infantry or heavy cavalry. Their anti-archer role is helped greatly by their impressive base pierce armor.
Unless created to retaliate against enemy archers, Skirmishers make poor ranged support. Thus, training Skirmishers should be avoided unless opponents are going heavy on archer units.
As Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. However, because of their cheap cost and quick build time it is possible (in some circumstances) to overwhelm the opposition with sheer quantity.
Although Skirmishers deal bonus damage against Spearmen, their minimum range can be exploited by them. In small numbers, Spearmen can defeat Skirmishers, but in large groups the Skirmishers will win.
Skirmishers are good counters against Mamelukes because they are very cost effective as they cost no gold. They are the trash unit of choice to field against Mamelukes because they take no bonus damage (as opposed to Light Cavalry) and cannot be hit-and-run (as opposed to Spearmen).
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Skirmishers are created 11% faster.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Skirmishers are 25% cheaper.
* Celts: Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Skirmishers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Koreans: Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Skirmishers move 10% faster.
* Portuguese: Skirmishers are upgraded to Elite Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Skirmishers don't cost gold.
* Tatars: Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelogedit | edit source ==
=== ''The Age of Kings'' ===
* The Elite Skirmisher upgrade costs 250 '''wood''', 160 '''gold'''.
=== ''The Conquerors'' ===
* Skirmishers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* With patch 4.8, the Elite Skirmisher upgrade now costs 200 '''wood''', 100 '''gold'''.
* Ethiopians: Initially, Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Skirmishers. With patch 4.8, Pavise does not affect Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Skirmishers have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Elite Skirmisher upgrade cost increased to 230 '''wood''', 130 '''gold'''.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
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{{Object_infobox|age:=Feudal age|created_by:=Archery range|creation_time=22 Seconds|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 2
[[Archer Armour|Archer]]: 3
[[Spearman Armour|Spearman]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|attack_delay=0.52 Seconds|image1=File:Skirmisher icon.png|introduced_in:=The Age of Kings|food=25|wood=35|health_points=30|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=6|range=4|minimum_range=1|projectile_speed=7}}
The '''Skirmisher''' is an anti-archer ranged unit that can be trained at the Archery Range. Skirmishers are similar to the Slinger in ''Age of Empires I''.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers. With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. However, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization's bonuses benefit infantry or heavy cavalry. Their anti-archer role is helped greatly by their impressive base pierce armor.
Unless created to retaliate against enemy archers, Skirmishers make poor ranged support. Thus, training Skirmishers should be avoided unless opponents are going heavy on archer units.
As Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. However, because of their cheap cost and quick build time it is possible (in some circumstances) to overwhelm the opposition with sheer quantity.
Although Skirmishers deal bonus damage against Spearmen, their minimum range can be exploited by them. In small numbers, Spearmen can defeat Skirmishers, but in large groups the Skirmishers will win.
Skirmishers are good counters against Mamelukes because they are very cost effective as they cost no gold. They are the trash unit of choice to field against Mamelukes because they take no bonus damage (as opposed to Light Cavalry) and cannot be hit-and-run (as opposed to Spearmen).
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Skirmishers are created 11% faster.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Skirmishers are 25% cheaper.
* Celts: Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Skirmishers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Koreans: Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Skirmishers move 10% faster.
* Portuguese: Skirmishers are upgraded to Elite Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Skirmishers don't cost gold.
* Tatars: Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelogedit | edit source ==
=== ''The Age of Kings'' ===
* The Elite Skirmisher upgrade costs 250 '''wood''', 160 '''gold'''.
=== ''The Conquerors'' ===
* Skirmishers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* With patch 4.8, the Elite Skirmisher upgrade now costs 200 '''wood''', 100 '''gold'''.
* Ethiopians: Initially, Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Skirmishers. With patch 4.8, Pavise does not affect Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Skirmishers have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Elite Skirmisher upgrade cost increased to 230 '''wood''', 130 '''gold'''.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
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{{Object_infobox|age:=Feudal age|created_by:=Archery range|creation_time=22 Seconds|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 2
[[Archer Armour|Archer]]: 3
[[Spearman Armour|Spearman]]: 3|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|attack_delay=0.52 Seconds|image1=File:Skirmisher icon.png|introduced_in:=The Age of Kings|food=25|wood=35|health_points=30|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=6|range=4|minimum_range=1|projectile_speed=7}}
The '''Skirmisher''' is an anti-archer ranged unit that can be trained at the Archery Range. Skirmishers are similar to the Slinger in ''Age of Empires I''.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers. With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. However, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization's bonuses benefit infantry or heavy cavalry. Their anti-archer role is helped greatly by their impressive base pierce armor.
Unless created to retaliate against enemy archers, Skirmishers make poor ranged support. Thus, training Skirmishers should be avoided unless opponents are going heavy on archer units.
As Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. However, because of their cheap cost and quick build time it is possible (in some circumstances) to overwhelm the opposition with sheer quantity.
Although Skirmishers deal bonus damage against Spearmen, their minimum range can be exploited by them. In small numbers, Spearmen can defeat Skirmishers, but in large groups the Skirmishers will win.
Skirmishers are good counters against Mamelukes because they are very cost effective as they cost no gold. They are the trash unit of choice to field against Mamelukes because they take no bonus damage (as opposed to Light Cavalry) and cannot be hit-and-run (as opposed to Spearmen).
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Skirmishers are created 11% faster.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Skirmishers are 25% cheaper.
* Celts: Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Skirmishers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Koreans: Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Skirmishers move 10% faster.
* Portuguese: Skirmishers are upgraded to Elite Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Skirmishers don't cost gold.
* Tatars: Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* The Elite Skirmisher upgrade costs 250 '''wood''', 160 '''gold'''.
=== ''The Conquerors'' ===
* Skirmishers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* With patch 4.8, the Elite Skirmisher upgrade now costs 200 '''wood''', 100 '''gold'''.
* Ethiopians: Initially, Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Skirmishers. With patch 4.8, Pavise does not affect Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Skirmishers have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Elite Skirmisher upgrade cost increased to 230 '''wood''', 130 '''gold'''.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
4fncxp3832vahij9iozqgbhx944194i
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{{Object_infobox|age:=Feudal age|created_by:=Archery range|creation_time=22 Seconds|accuracy=90%|attack=[[Pierce Armour|Pierce]]: 2
[[Archer Armour|Archer]]: 3
[[Standard Building Armour|Standard building]]: 0
[[Ram Armour|Ram]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 3
[[Archer Armour|Archer]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|attack_delay=0.52 Seconds|image1=File:Skirmisher icon.png|introduced_in:=The Age of Kings|food=25|wood=35|health_points=30|rate_of_fire=3 Seconds|speed=0.96|line_of_sight=6|range=4|minimum_range=1|projectile_speed=7}}
The '''Skirmisher''' is an anti-archer ranged unit that can be trained at the Archery Range. Skirmishers are similar to the Slinger in ''Age of Empires I''.
<br />
== Tactics ==
Skirmishers are very weak to everything except archers. With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. However, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization's bonuses benefit infantry or heavy cavalry. Their anti-archer role is helped greatly by their impressive base pierce armor.
Unless created to retaliate against enemy archers, Skirmishers make poor ranged support. Thus, training Skirmishers should be avoided unless opponents are going heavy on archer units.
As Skirmishers cost no gold, they are considered trash units and as such they become especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. However, because of their cheap cost and quick build time it is possible (in some circumstances) to overwhelm the opposition with sheer quantity.
Although Skirmishers deal bonus damage against Spearmen, their minimum range can be exploited by them. In small numbers, Spearmen can defeat Skirmishers, but in large groups the Skirmishers will win.
Skirmishers are good counters against Mamelukes because they are very cost effective as they cost no gold. They are the trash unit of choice to field against Mamelukes because they take no bonus damage (as opposed to Light Cavalry) and cannot be hit-and-run (as opposed to Spearmen).
==Civilization availability==
{| class="article-table"
!Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Skirmishers are created 11% faster.
* Bulgarians: Researching archer armor and attack upgrades at the Blacksmith costs 50% less food.
* Burmese: Researching Faith is 50% cheaper.
* Byzantines: Skirmishers are 25% cheaper.
* Celts: Skirmishers can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Skirmishers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Koreans: Skirmishers cost 20% less wood. Armor upgrades are free.
* Lithuanians: Skirmishers move 10% faster.
* Portuguese: Skirmishers are upgraded to Elite Skirmishers 30% faster. All relevant upgrades are researched 30% faster.
* Spanish: Blacksmith upgrades that benefit Skirmishers don't cost gold.
* Tatars: Skirmishers deal 50% bonus damage from cliffs and elevations. Thumb Ring is free.
* Turks: Chemistry is free.
* Vietnamese: Skirmishers have +20% hit points. Conscription is free.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Britons: Skirmishers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
* A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
* A team containing Saracens: Skirmishers have +1 attack against standard buildings.
* A team containing Teutons: Skirmishers are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 80% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* The Elite Skirmisher upgrade costs 250 '''wood''', 160 '''gold'''.
=== ''The Conquerors'' ===
* Skirmishers receive an attack bonus of +3 against Spearmen.
* Heresy introduced.
* Thumb Ring introduced.
* Britons: Yeomen introduced. It is only available in the Imperial Age.
=== ''The Forgotten'' ===
* Britons: Yeomen moved to the Castle Age.
=== ''The African Kingdoms'' ===
* With patch 4.8, the Elite Skirmisher upgrade now costs 200 '''wood''', 100 '''gold'''.
* Ethiopians: Initially, Skirmishers fire 15% faster. With patch 4.8, that bonus was taken away and Skirmishers no longer have an increased Rate of Fire.
* Italians: Before patch 4.8, Pavise affects Skirmishers. With patch 4.8, Pavise does not affect Skirmishers anymore.
=== ''Rise of the Rajas'' ===
* Vietnamese: Initially, Skirmishers have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
=== ''Definitive Edition'' ===
* Elite Skirmisher upgrade cost increased to 230 '''wood''', 130 '''gold'''.
* Koreans: Initially, Archers cost 15% less wood. With update 39284, they cost 20% less wood.
* Koreans: With update 42848, Archer Armor upgrades are free.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
* Bulgarians: With update 42848, researching archer armor and attack upgrades at the Blacksmith costs 50% less food. As team bonus, Blacksmiths now work 80% faster (up from 50% faster).
* Portuguese: With update 42848, all technologies are researched 30% faster.
[[Category:Object]]
[[Category:Unit]]
[[Category:Archer]]
dqqs9hscnjomqjd76k35dhx248jwz4m
Spearman
0
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Created page with "{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|in..."
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 0
[[War elephant armour|War elephant]]: 0
[[Camel armour|Camel]]: 0
[[Ship armour|Ship]]: 0
[[Fishing ship armour|Fishing ship]]: 0
[[Mameluke armour|Mameluke]]: 0
[[Eagle Warrior armour|Eagle Warrior]]: 0
[[Standard building armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 0
[[War elephant armour|War elephant]]: 0
[[Camel armour|Camel]]: 0
[[Ship armour|Ship]]: 0
[[Fishing ship armour|Fishing ship]]: 0
[[Mameluke armour|Mameluke]]: 0
[[Eagle Warrior armour|Eagle Warrior]]: 0
[[Standard building armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 0
[[War elephant armour|War elephant]]: 0
[[Camel armour|Camel]]: 0
[[Ship armour|Ship]]: 0
[[Fishing ship armour|Fishing ship]]: 0
[[Mameluke armour|Mameluke]]: 0
[[Eagle Warrior armour|Eagle Warrior]]: 0
[[Standard building armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".
<br />
== Tactics ==
Spearmen are very cheap and massed easily, allowing them to overwhelm enemy cavalry. They are useful in preventing early Scout Cavalry charges, but against Castle Age cavalry such as Knights or Cavalry Archers they should be upgraded to the more effective Pikeman. Players generally use this unit to defend their base against cavalry raids.
<br />
== Civilization bonuses ==
* Aztecs: Spearmen are created 18% faster.
* Burmese: Spearmen have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Spearmen are 25% cheaper.
* Celts: Spearmen move 15% faster. Spearmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Spearmen are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: The Pikeman upgrade is free.
* Goths: Spearmen are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Pikeman is 100% faster.
* Japanese: Spearmen attack 33% faster.
* Lithuanians: Spearmen move 10% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Spearmen have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Spearmen don't cost gold.
* Tatars: Spearman deal 50% bonus damage from a cliff or an elevation.
* Teutons: Spearman have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Spearmen have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Spearmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Spearmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Spearmen are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Speamen gain +7 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Spearmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Speamen now have +9 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Spearmen. It gives Spearmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Spearmen now have +12 attack against camel units.
* Vikings: With patch 5.7, Chieftains now gives Spearmen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Spearmen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, the cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 0
[[War elephant armour|War elephant]]: 0
[[Camel armour|Camel]]: 0
[[Ship armour|Ship]]: 0
[[Fishing ship armour|Fishing ship]]: 0
[[Mameluke armour|Mameluke]]: 0
[[Eagle Warrior armour|Eagle Warrior]]: 0
[[Standard building armour|Standard building]]: 0|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".
<br />
== Tactics ==
Spearmen are very cheap and massed easily, allowing them to overwhelm enemy cavalry. They are useful in preventing early Scout Cavalry charges, but against Castle Age cavalry such as Knights or Cavalry Archers they should be upgraded to the more effective Pikeman. Players generally use this unit to defend their base against cavalry raids.
<br />
== Civilization bonuses ==
* Aztecs: Spearmen are created 18% faster.
* Burmese: Spearmen have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Spearmen are 25% cheaper.
* Celts: Spearmen move 15% faster. Spearmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Spearmen are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: The Pikeman upgrade is free.
* Goths: Spearmen are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Pikeman is 100% faster.
* Japanese: Spearmen attack 33% faster.
* Lithuanians: Spearmen move 10% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Spearmen have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Spearmen don't cost gold.
* Tatars: Spearman deal 50% bonus damage from a cliff or an elevation.
* Teutons: Spearman have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Spearmen have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Spearmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Spearmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Spearmen are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Speamen gain +7 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Spearmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Speamen now have +9 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Spearmen. It gives Spearmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Spearmen now have +12 attack against camel units.
* Vikings: With patch 5.7, Chieftains now gives Spearmen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Spearmen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, the cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 15
[[War elephant armour|War elephant]]: 15
[[Camel armour|Camel]]: 12
[[Ship armour|Ship]]: 9
[[Fishing ship armour|Fishing ship]]: 9
[[Mameluke armour|Mameluke]]: 4
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".
<br />
== Tactics ==
Spearmen are very cheap and massed easily, allowing them to overwhelm enemy cavalry. They are useful in preventing early Scout Cavalry charges, but against Castle Age cavalry such as Knights or Cavalry Archers they should be upgraded to the more effective Pikeman. Players generally use this unit to defend their base against cavalry raids.
<br />
== Civilization bonuses ==
* Aztecs: Spearmen are created 18% faster.
* Burmese: Spearmen have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Spearmen are 25% cheaper.
* Celts: Spearmen move 15% faster. Spearmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Spearmen are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: The Pikeman upgrade is free.
* Goths: Spearmen are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Pikeman is 100% faster.
* Japanese: Spearmen attack 33% faster.
* Lithuanians: Spearmen move 10% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Spearmen have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Spearmen don't cost gold.
* Tatars: Spearman deal 50% bonus damage from a cliff or an elevation.
* Teutons: Spearman have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Spearmen have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Spearmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Spearmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Spearmen are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Speamen gain +7 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Spearmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Speamen now have +9 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Spearmen. It gives Spearmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Spearmen now have +12 attack against camel units.
* Vikings: With patch 5.7, Chieftains now gives Spearmen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Spearmen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, the cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Object_infobox|image1=File:Spearman icon.png|age:=Feudal age|created_by:=Barracks|creation_time=22 seconds|food=35|wood=25|rate_of_fire=3 seconds|attack_delay=0.5 seconds|introduced_in:=Age of Kings|health_points=45|attack=[[Melee armour|Melee]]: 3
[[Cavalry armour|Cavalry]]: 15
[[War elephant armour|War elephant]]: 15
[[Camel armour|Camel]]: 12
[[Ship armour|Ship]]: 9
[[Fishing ship armour|Fishing ship]]: 9
[[Mameluke armour|Mameluke]]: 4
[[Eagle Warrior armour|Eagle Warrior]]: 1
[[Standard building armour|Standard building]]: 1|armour=[[Melee armour|Melee]]: 0
[[Pierce armour|Pierce]]: 0
[[Infantry armour|Infantry]]: 0
[[Spearman armour|Spearman]]: 0
[[Anti-leitis armour|Anti-leitis]]: 0|speed=1|line_of_sight=Dark age: 4
Feudal age: 6
Castle age: 6
imperial age: 6}}The '''Spearman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Feudal Age is reached. They are a good early cavalry-counter, but are weak against virtually everything else. If not upgraded, a Spearman is one of only two military units (the other one being the Skirmisher) to lose outright to a Villager with Loom. Since no gold is required to train them, Spearmen are considered "trash units".
<br />
== Tactics ==
Spearmen are very cheap and massed easily, allowing them to overwhelm enemy cavalry. They are useful in preventing early Scout Cavalry charges, but against Castle Age cavalry such as Knights or Cavalry Archers they should be upgraded to the more effective Pikeman. Players generally use this unit to defend their base against cavalry raids.
==Civilization availability==
{| class="article-table"
! Available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Persians icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|}
== Civilization bonuses ==
* Aztecs: Spearmen are created 18% faster.
* Burmese: Spearmen have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Byzantines: Spearmen are 25% cheaper.
* Celts: Spearmen move 15% faster. Spearmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Spearmen are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Ethiopians: The Pikeman upgrade is free.
* Goths: Spearmen are 25%/30%/35% cheaper in the Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Pikeman is 100% faster.
* Japanese: Spearmen attack 33% faster.
* Lithuanians: Spearmen move 10% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Spearmen have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Spearmen don't cost gold.
* Tatars: Spearman deal 50% bonus damage from a cliff or an elevation.
* Teutons: Spearman have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Spearmen have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Spearmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Spearmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Goths: Spearmen are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.
=== ''The Conquerors'' ===
* Speamen gain +7 attack against camel units and ships.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Spearmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Speamen now have +9 attack against camel units and ships.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Spearmen. It gives Spearmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* With patch 5.7, Spearmen now have +12 attack against camel units.
* Vikings: With patch 5.7, Chieftains now gives Spearmen +4 attack against camels.
=== ''Definitive Edition'' ===
* Koreans: Spearmen costs -15% wood.
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Goths: With update 36202, the cost bonus is 25%/30%/35% in the Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Teutons: With update 35584, starting in the Castle Age, Barracks units gain +1 armor. With update 36906, they receive another +1/+0 armor in the Imperial Age.
* Lithuanians: With update 36906, Tower Shields grants +2 pierce armor instead of +1.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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Spearman Armour
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The Spearman armour class is used primarily by the spearman line of units.
==Units with base Spearman damage==
3 damage:
* [[Archer]]
==Units with base Spearman armour==
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors}}
The Spearman armour class is used primarily by the spearman line of units.
==Units with base Spearman damage==
3 damage:
* [[Archer]]
==Units with base Spearman armour==
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors}}
The Spearman armour class is used primarily by the spearman line of units.
==Units with base Spearman damage==
3 damage:
* [[Archer]]
==Units with base Spearman armour==
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors}}
The Spearman armour class is used primarily by the spearman line of units.
==Units with base Spearman damage==
3 damage:
* [[Archer]]
==Units with base Spearman armour==
0 armour:
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Archer]]
==Objects with base Spearman armour==
0 armour:
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Archer]]
==Objects with base Spearman armour==
0 armour:
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Archer]]
==Objects with base Spearman armour==
0 armour:
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Archer]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Archer]]
*[[Crossbowman]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Skirmisher]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Skirmisher]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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{{Armour_class_infobox|armour_class_id:=27|introduced_in:=The Conquerors|image1=file:spearman icon.png}}
The Spearman armour class is used primarily by the spearman line of units.
==Objects with base Spearman damage==
3 damage:
* [[Arbalester]]
* [[Archer]]
*[[Crossbowman]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
1 damage:
* [[Hand Cannoneer]]
==Objects with base Spearman armour==
0 armour:
* [[Halberdier]]
* [[Pikeman]]
* [[Spearman]]
[[Category:Armour class]]
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#REDIRECT [[Spearman Armour]]
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Standard Building Armour
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings}}
== Objects with base Standard building damage ==
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
2 damage:
* [[Man-at-Arms|Man-at-arms]]
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
2 damage:
* [[Man-at-Arms|Man-at-arms]]
*[[Condottiero]]
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
0 damage:
* [[Archer]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder. This Is not to be mixed up with Armour class 11, Building armour.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
0 damage:
* [[Archer]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder. This Is not to be mixed up with Armour class 11, Building armour.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
0 damage:
* [[Archer]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Skirmisher]]
== Objects with base Standard building armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=21|introduced_in:=Age of Kings|image1=file:house icon.png}}
Standard building armour is used by all buildings except the wonder. This Is not to be mixed up with Armour class 11, Building armour.
== Objects with base Standard building damage ==
4 damage:
* [[Champion]]
* [[Two-Handed Swordsman]]
3 damage:
* [[Long Swordsman|long swordsman]]
2 damage:
* [[Condottiero]]
*[[Man-at-Arms|Man-at-arms]]
1 damage:
*[[Halberdier]]
*[[Pikeman]]
* [[Spearman]]
0 damage:
* [[Archer]]
*[[Eagle Warrior|Eagle warrior]]
*[[Elite Eagle Warrior|Elite eagle warrior]]
*[[Elite Skirmisher|Elite skirmisher]]
*[[Imperial Skirmisher|Imperial skirmisher]]
*[[Militia]]
*[[Skirmisher]]
== Objects with base Standard building armour ==
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#REDIRECT [[Standard Building Armour]]
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Stone Defense Armour
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{{Armour_class_infobox|image1=File:Stone wall icon.png|armour_class_id:=13|introduced_in:=The Age of Kings}}
Stone Defense Armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
0 damage:
* [[Archer]]
== Objects with base ram armour ==
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{{Armour_class_infobox|image1=File:Stone wall icon.png|armour_class_id:=13|introduced_in:=The Age of Kings}}
Stone Defense Armour is an armour class possessed by the battering ram line
== Objects with base ram damage ==
0 damage:
* [[Arbalester]]
*[[Archer]]
*[[Crossbowman]]
== Objects with base ram armour ==
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Two-Handed Swordsman
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{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the Champion upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
<br />
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
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{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the Champion upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
<br />
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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697
2021-01-17T05:04:28Z
Striker the Third
34531925
954
wikitext
text/x-wiki
{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the Champion upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Not available
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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2021-01-18T02:58:36Z
Striker the Third
34531925
998
wikitext
text/x-wiki
{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the Champion upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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1001
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2021-01-18T23:53:17Z
114.134.4.251
1001
wikitext
text/x-wiki
{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the [[Champion]] upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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1101
1001
2021-01-21T22:02:29Z
Striker the Third
34531925
1101
wikitext
text/x-wiki
{{Object_infobox|image1=file: two handed swordsman_icon.png|introduced_in:=Age of kings|age:=Imperial age|created_by:=Barracks|creation_time=21 seconds|food=60|gold=20|health_points=60|attack=[[Melee Armour|Melee]]: 12
[[Eagle Warrior Armour|Eagle warrior]]: 8
[[Standard Building Armour|Standard building]]: 4
[[Camel Armour|Camel]]: 0
[[Cavalry Armour|Cavalry]]: 0|armour=[[Melee Armour|Melee]]: 0
[[Pierce Armour|Pierce]]: 1
[[Infantry Armour|Infantry]]: 0
[[Anti-leitis Armour|Anti-leitis]]: 0|rate_of_fire=2|speed=0.9|line_of_sight=Dark age: 5
Feudal age: 7
Castle age: 7
imperial age: 7|attack_delay=0.5 seconds}}
The '''Two-Handed Swordsman''' is an infantry unit in ''Age of Empires II'' that can be trained at the Barracks once the Imperial Age is reached. It is the fourth tier upgrade of the Militia line.
Two-Handed Swordsmen are available to all civilizations except for the Persians.
<br />
== Tactics ==
There really is not much to elaborate about the Two-Handed Swordsman as performance-wise it is very similar to its predecessor; despite the substantial improvements to stats it is not that big of a step up, and the same general strategies still apply.
Two-Handed Swordsmen are not seen very often because the [[Champion]] upgrade becomes available the moment the Two-Handed Swordsman upgrade is researched. It is mostly used in the early Imperial Age before the Champion upgrade comes in, or by the Huns, Ethiopians, Khmer, Malay, Bulgarians, Tatars, and Mayans, since Two-Handed Swordsmen is the most they can get out of the Militia line due to lacking the Champion upgrade.
The Malay case is particularly interesting as one of their unique technologies is Forced Levy which changes the gold cost of the Militia line to food cost, including the Two-Handed Swordsman, making a swarm of these units a viable tactic in late game 'trash wars' where they easily defeat other trash units (Halberdiers, Hussars, and Elite Skirmishers).
Bulgarians also have quite effective Two-Handed Swordsmen, as they get all the Militia-line upgrades for free and receive an additional +5 melee armor if Bagains is researched, giving them an advantage in early Imperial Age.
== Civilization availability ==
{| class="article-table"
|+
!Available
!Unavailable
|-
|{{Aztec icon}}{{Berbers icon}}{{Britons icon}}{{Bulgarians icon}}{{Burmese icon}}{{Byzantines icon}}{{Celts icon}}{{Chinese icon}}{{Cumans icon}}{{Ethiopians icon}}{{Franks icon}}{{Goths icon}}{{Huns icon}}{{Incas icon}}{{Indians icon}}{{Italians icon}}{{Japanese icon}}{{Khmer icon}}{{Koreans icon}}{{Lithuanians icon}}{{Magyars icon}}{{Malay icon}}{{Malians icon}}{{Mayans icon}}{{Mongols icon}}{{Portuguese icon}}{{Saracens icon}}{{Slavs icon}}{{Spanish icon}}{{Tatars icon}}{{Teutons icon}}{{Turks icon}}{{Vietnamese icon}}{{Vikings icon}}
|{{Persians icon}}
|}
== Civilization bonuses ==
* Aztecs: Two-Handed Swordsmen are created 11.1% faster.
* Bulgarians: Militia-line upgrades (except Champion) are free.
* Burmese: Two-Handed Swordsmen have +3 attack. Researching Faith is 50% cheaper.
* Celts: Two-Handed Swordsmen move 15% faster. Two-Handed Swordsmen can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Two-Handed Swordsmen are 20% cheaper.
* Goths: Two-Handed Swordsmen are 35% cheaper and have +3 attack against standard buildings. With Perfusion researched, researching, Squires and upgrading to Champion is 100% faster.
* Japanese: Two-Handed Swordsmen attack 33% faster.
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Two-Handed Swordsmen have +3 pierce armor.
* Portuguese: Two-Handed Swordsmen cost 20% less gold.
* Slavs: Tracking is free.
* Spanish: Blacksmith upgrades that benefit Two-Handed Swordsmen cost no gold.
* Tatars: Two-Handed Swordsmen deal 50% bonus damage from a cliff or an elevation.
* Teutons: Two-Handed Swordsmen have +2/+0 armor.
* Vietnamese: Conscription is free.
* Vikings: Two-Handed Swordsmen have 20% more hit points.
== Team bonuses ==
* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Goths: Two-Handed Swordsmen are created and upgraded 20% faster. Researching Tracking, Squires, and Arson is 20% faster.
* A team containing Teutons: Two-Handed Swordsmen are more resistant to conversion.
* A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
* A team containing Bulgarians: Researching infantry armor and attack upgrades at the Blacksmith is 50% faster.
== Changelog ==
=== ''The Age of Kings'' ===
* Two-Handed Swordsmen have 11 attack.
* Two-Handed Swordsmen have +3 attack against standard buildings.
* Two-Handed Swordsmen have 0 pierce armor.
* Goths: Two-Handed Swordsmen are 25% cheaper. Bonus damage against buildings is +1.
=== ''The Conquerors'' ===
* Two-Handed Swordsmen have +6 attack against Eagle Warriors.
* Two-Handed Swordsmen now have 1 pierce armor.
* Heresy introduced.
* Aztecs: Garland Wars introduced.
* Goths: With patch 1.0b, Two-Handed Swordsmen are 35% cheaper. Perfusion introduced.
=== ''The Forgotten'' ===
* Two-Handed Swordsmen now have 12 attack.
* Two-Handed Swordsmen now have +4 attack against buildings.
* Two-Handed Swordsmen now have +8 attack against Eagle Warriors.
=== ''The African Kingdoms'' ===
* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Two-Handed Swordsmen. It gives Two-Handed Swordsmen +2 attack against camels.
=== ''Rise of the Rajas'' ===
* Vikings: With patch 5.7, Chieftains now gives Two-Handed Swordsmen +4 attack against camels.
* Malay: Forced Levy removes the Militia line's gold cost.
=== ''Definitive Edition'' ===
* Tracking removed; all infantry now receives +2 LOS from the Feudal Age instead.
* Supplies introduced.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Two-Handed Swordsmen. With update 34055, it gives +5/+0 armor.
* Goths: With update 36202, bonus damage against buildings is +3.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Two-Handed Swordsmen have +1/+0 armor. With update 36906, they have +2/+0 armor.
[[Category:Object]]
[[Category:Unit]]
[[Category:Infantry]]
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{{Armour_class_infobox|image1=file:samurai icon.png|armour_class_id:=19|introduced_in:=Age of Kings}}
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{{Armour_class_infobox|image1=file:samurai icon.png|armour_class_id:=19|introduced_in:=Age of Kings}}
[[Category:Armour class]]
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{{Armour_class_infobox|image1=file:samurai icon.png|armour_class_id:=19|introduced_in:=Age of Kings}}
The archer armour class is used primarily by ranged unit with [[Pierce armour|pierce]] damage.
== Objects with base unique unit damage ==
== Objects with base unique unit armour ==
0 armour:
* [[Condottiero]]
[[Category:Armour class]]
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The following is an overview of all '''units''' from ''Age of Empires II'' and all its expansions.
== Trainable ==
The following units are available in any regular game. Note that not all of these units are available to all civilizations, unless the All Techs option is checked. To see which civilization can train which units, see technology tree.
Nine different buildings can train units.
=== Archery range: ===
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The following is an overview of all '''units''' from ''Age of Empires II'' and all its expansions.
== Trainable ==
The following units are available in any regular game. Note that not all of these units are available to all civilizations, unless the All Techs option is checked. To see which civilization can train which units, see technology tree.
Nine different buildings can train units.
=== Archery range: ===
The Archery Range trains and upgrades archers.
* {{Archer icon}} → {{Crossbowman icon}} → {{Arbalester icon}}
* {{Skirmisher icon}} → {{Elite Skirmisher icon}} → {{Imperial Skirmisher icon}}
<br />
=== Barracks ===
The Barracks trains and upgrades infantry.
* {{Militia icon}} → {{Man-at-Arms icon}} → {{Long Swordsman icon}} → {{Two-Handed Swordsman icon}} → {{Champion icon}}
* {{Spearman icon}} → {{Pikeman icon}} → {{Halberdier icon}}
* {{Eagle Scout icon}} → {{Eagle Warrior icon}} → {{Elite Eagle Warrior icon}}
* {{Condottiero icon}}
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The following is an overview of all '''units''' from ''Age of Empires II'' and all its expansions.
== Trainable ==
The following units are available in any regular game. Note that not all of these units are available to all civilizations, unless the All Techs option is checked. To see which civilization can train which units, see technology tree.
Nine different buildings can train units.
=== Archery range: ===
The Archery Range trains and upgrades archers.
* {{Archer icon}} → {{Crossbowman icon}} → {{Arbalester icon}}
* {{Skirmisher icon}} → {{Elite Skirmisher icon}} → {{Imperial Skirmisher icon}}
<br />
=== Barracks ===
The Barracks trains and upgrades infantry.
* {{Militia icon}} → {{Man-at-Arms icon}} → {{Long Swordsman icon}} → {{Two-Handed Swordsman icon}} → {{Champion icon}}
* {{Spearman icon}} → {{Pikeman icon}} → {{Halberdier icon}}
* {{Eagle Scout icon}} → {{Eagle Warrior icon}} → {{Elite Eagle Warrior icon}}
* {{Condottiero icon}}
== Untrainable ==
There are also many units that appear in campaign scenarios only and/or are available in the Scenario Editor. Some of these units are cheat units.
=== Non-hero units: ===
<br />
=== Hero units: ===
These units have a visual glow effect, regenerate health and cannot be converted.
* {{Attila the Hun icon}}
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The following is an overview of all '''units''' from ''Age of Empires II'' and all its expansions.
== Trainable ==
The following units are available in any regular game. Note that not all of these units are available to all civilizations, unless the All Techs option is checked. To see which civilization can train which units, see technology tree.
Nine different buildings can train units.
=== Archery range: ===
The Archery Range trains and upgrades archers.
* {{Archer icon}} → {{Crossbowman icon}} → {{Arbalester icon}}
* {{Skirmisher icon}} → {{Elite Skirmisher icon}} → {{Imperial Skirmisher icon}}
*{{Hand Cannoneer icon}}
<br />
=== Barracks ===
The Barracks trains and upgrades infantry.
* {{Militia icon}} → {{Man-at-Arms icon}} → {{Long Swordsman icon}} → {{Two-Handed Swordsman icon}} → {{Champion icon}}
* {{Spearman icon}} → {{Pikeman icon}} → {{Halberdier icon}}
* {{Eagle Scout icon}} → {{Eagle Warrior icon}} → {{Elite Eagle Warrior icon}}
* {{Condottiero icon}}
== Untrainable ==
There are also many units that appear in campaign scenarios only and/or are available in the Scenario Editor. Some of these units are cheat units.
=== Non-hero units: ===
<br />
=== Hero units: ===
These units have a visual glow effect, regenerate health and cannot be converted.
* {{Attila the Hun icon}}
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The following is an overview of all '''units''' from ''Age of Empires II'' and all its expansions.
== Trainable ==
The following units are available in any regular game. Note that not all of these units are available to all civilizations, unless the All Techs option is checked. To see which civilization can train which units, see technology tree.
Nine different buildings can train units.
=== Archery range: ===
The Archery Range trains and upgrades archers.
* {{Archer icon}} → {{Crossbowman icon}} → {{Arbalester icon}}
* {{Skirmisher icon}} → {{Elite Skirmisher icon}} → {{Imperial Skirmisher icon}}
*{{Hand Cannoneer icon}}
<br />
=== Barracks ===
The Barracks trains and upgrades infantry.
* {{Militia icon}} → {{Man-at-Arms icon}} → {{Long Swordsman icon}} → {{Two-Handed Swordsman icon}} → {{Champion icon}}
* {{Spearman icon}} → {{Pikeman icon}} → {{Halberdier icon}}
* {{Eagle Scout icon}} → {{Eagle Warrior icon}} → {{Elite Eagle Warrior icon}}
* {{Condottiero icon}}
== Untrainable ==
There are also many units that appear in campaign scenarios only and/or are available in the Scenario Editor. Some of these units are cheat units.
=== Non-hero units: ===
<br />
=== Hero units: ===
These units have a visual glow effect, regenerate health and cannot be converted.
* {{Attila the Hun icon}} [[Attila the Hun]]
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[[Category:Armour class]]
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=5|introduced_in:=Age of Kings}}
== Objects with base War elephant damage ==
15 damage:
* [[Spearman]]
== Objects with base War elephant armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=5|introduced_in:=Age of Kings}}
War elephant armour is an armour class used primarily by cavalry that are riding elephants.
== Objects with base War elephant damage ==
15 damage:
* [[Spearman]]
== Objects with base War elephant armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=5|introduced_in:=Age of Kings|image1=file:war elephant icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding elephants.
== Objects with base War elephant damage ==
15 damage:
* [[Spearman]]
== Objects with base War elephant armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=5|introduced_in:=Age of Kings|image1=file:war elephant icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding elephants.
== Objects with base War elephant damage ==
15 damage:
* [[Spearman]]
== Objects with base War elephant armour ==
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[[Category:Armour class]]
{{Armour_class_infobox|armour_class_id:=5|introduced_in:=Age of Kings|image1=file:war elephant icon.png}}
War elephant armour is an armour class used primarily by cavalry that are riding elephants.
== Objects with base War elephant damage ==
28 damage:
* [[Halberdier]]
25 damage:
* [[Pikeman]]
15 damage:
* [[Spearman]]
== Objects with base War elephant armour ==
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#REDIRECT [[War Elephant Armour]]
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I stalk the special: New Wikis.
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Age of Empires II Wiki:Wiki rules
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Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary.
# '''Keep it civil''': Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
# '''Be a productive member of the wiki''': Contribute to the wiki in line with the established processes and conventions. Need help? Ask an [[Special:ListUsers/sysop|administrator]]! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
# '''Do not engage in excessive self-promotion''': The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
# '''Do not harass other users''': If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
# '''Do follow community guidelines for formatting''': When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
[[Category:{{SITENAME}}]]
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== Summary ==
{{PD}}
[[Category:Images]]
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File:Miklos toldi icon.png
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<br />
== Pages used in: ==
<br />
* [[Militia]]
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text/x-wiki
||<noinclude>
{{documentation}}</noinclude>
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Template:!!/doc
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wikitext
text/x-wiki
;Description
:This template is used for creating two pipes, in [[w:Help:Table|wikitables]] contained in [[w:Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!!}}</code>
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:!-
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wikitext
text/x-wiki
<includeonly>|-</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:!-/doc
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;Description
:This template is used for creating a pipe followed by a hyphen which denotes a new table row, in [[w:Help:Table|wikitables]] contained in [[w:Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!-}}</code>
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:(
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wikitext
text/x-wiki
<includeonly>{{</includeonly><noinclude>
{{documentation}}</noinclude>
dsm367blwyjpz65casksbiuvmso0oiz
Template:((
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wikitext
text/x-wiki
<includeonly>{{{</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:((/doc
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wikitext
text/x-wiki
;Description
'''Result''': <code><nowiki>{{{</nowiki></code>
This template returns a set of three ''opening curly braces''.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:(/doc
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wikitext
text/x-wiki
;Description
Result: <code><nowiki>{{</nowiki></code>
This template returns a pair of ''opening curly braces''.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:)
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wikitext
text/x-wiki
<includeonly>}}</includeonly><noinclude>
{{documentation}}</noinclude>
oc237d3khgcz1tvjeb5t0crbv5na0wd
Template:))
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wikitext
text/x-wiki
<includeonly>}}}</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:))/doc
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text/x-wiki
;Description
'''Result''': <code><nowiki>}}}</nowiki></code>
This template returns a set of three ''ending curly braces''.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:)/doc
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wikitext
text/x-wiki
;Description
'''Result''': <code><nowiki>}}</nowiki></code>
This template returns a pair of ''closing curly braces''.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
kgdonbwji2ebue8qfko2mi4vu0leslr
Template:*
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wikitext
text/x-wiki
<includeonly> • </includeonly><noinclude>
{{documentation}}</noinclude>
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Template:*/doc
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wikitext
text/x-wiki
;Description
'''Result:''' •
It works similarly to the HTML markup sequence: <code><nowiki>&nbsp;&bull;&nbsp;</nowiki></code>, that is, a non-breaking space, a bullet and another non-breaking space.
This template is used when you want a larger bullet than a bold middot '''·''', but something smaller than an en dash '''–'''.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
ezjfowjmtiym1vm75as7sf0b66xqnbc
Template:-
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Redirected page to [[Template:Clear]]
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wikitext
text/x-wiki
#REDIRECT [[Template:Clear]]
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Template:=
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Created page with "<includeonly>=</includeonly><noinclude> {{documentation}}<noinclude>"
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wikitext
text/x-wiki
<includeonly>=</includeonly><noinclude>
{{documentation}}<noinclude>
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Template:=/doc
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wikitext
text/x-wiki
;Description
:This template is used when escaping <code>=</code> when contained in [[w:Help:Parser functions|Parser functions]].
;This template cannot be substituted.
;Syntax
:Insert this template using <code>{{t|{{=}}}}</code>
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
o4mfebbqpapozhivnm1ld1p7wfax3u4
Template:About
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1 revision imported
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wikitext
text/x-wiki
<includeonly>{{#invoke:Hatnote|about}}</includeonly>
<noinclude>{{Documentation|:Template:Hatnote/doc}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:About
--></noinclude>
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Template:Album/doc
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wikitext
text/x-wiki
== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Album
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| artist =
| released =
| recorded =
| length =
| label =
| producer =
}}
</pre>
== Sample output ==
{{Album
| title = Fleur
| image = Example.jpg
| artist = Marigold
| released = June 2012
| recorded = 2011
| length = 88:88
| label = Spring
| producer = Daffy
}}
<pre>
{{Album
| title = Fleur
| image = Example.jpg
| artist = Marigold
| released = June 2012
| recorded = 2011
| length = 88:88
| label = Spring
| producer = Daffy
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Arbalester icon
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Striker the Third
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Created page with "[[File:Arbalester icon.png|link=Arbalester|Arbalester|24px]]"
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wikitext
text/x-wiki
[[File:Arbalester icon.png|link=Arbalester|Arbalester|24px]]
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Template:Archer icon
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Striker the Third
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Created page with "[[File:Archer icon.png|link=Archer|Archer|24px]]"
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text/x-wiki
[[File:Archer icon.png|link=Archer|Archer|24px]]
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Template:Armour class infobox
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Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <data source="armour..."
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wikitext
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<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="armour_class_id:">
<label>Armour class ID:</label>
</data>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
</infobox>
<noinclude>
Example usage:
<pre>
{{Armour class infobox
| title1=Example
| image1=Example
| caption1=Example
| armour_class_id:=Example
| introduced_in:=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"armour_class_id:":{"suggested":true},"introduced_in:":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="armour_class_id:">
<label>Armour class ID:</label>
</data>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
</infobox>
<noinclude>
Example usage:
<pre>
{{Armour class infobox
| title1=Example
| image1=Example
| caption1=Example
| armour_class_id:= cat
| introduced_in:=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"armour_class_id:":{"suggested":true},"introduced_in:":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="armour_class_id:">
<label>Armour class ID:</label>
</data>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
</infobox>
<noinclude>
Example usage:
<pre>
{{Armour class infobox
| title1=Example
| image1=Example
| caption1=Example
| armour_class_id:=Example
| introduced_in:=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"armour_class_id:":{"suggested":true},"introduced_in:":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="armour_class_id:">
<label>Armour class ID:</label>
</data>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
</infobox>
<noinclude>
Example usage:
<pre>
{{Armour class infobox
| title1=The name of the Armour classes
| image1=Example
| caption1=Example
| armour_class_id:=The ID of the armour class
| introduced_in:=What expansion it was introduced in
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"armour_class_id:":{"suggested":true},"introduced_in:":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="armour_class_id:">
<label>Armour class ID:</label>
</data>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
</infobox>
<noinclude>
Example usage:
<pre>
{{Armour class infobox
| title1=Cavalry armour
| image1=Example
| caption1=Example
| armour_class_id:=8
| introduced_in:=Age of kings
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true,"description":"The image of an object typical of that class"},"caption1":{"suggested":true},"armour_class_id:":{"suggested":true,"description":"The ID of the armour class"},"introduced_in:":{"suggested":true,"description":"What expansion pack it was introduced in"}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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Template:Attila the Hun icon
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Created page with "[[File:Attila the Hun icon.png|link=Attila the Hun|Attila the Hun|24px]]"
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wikitext
text/x-wiki
[[File:Attila the Hun icon.png|link=Attila the Hun|Attila the Hun|24px]]
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[[File:Attila the hun icon.png|link=Attila the Hun|Attila the Hun|24px]]
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Template:Aztec icon
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wikitext
text/x-wiki
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[[File:Aztec icon.png|link=Aztec|Research Points|24px]]
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wikitext
text/x-wiki
[[File:Aztec icon.png|link=Aztecs|Aztecs|24px]]
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Template:Berbers icon
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Created page with "[[File:Aztec icon.png|link=Aztecs|Aztecs|24px]]"
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text/x-wiki
[[File:Aztec icon.png|link=Aztecs|Aztecs|24px]]
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[[File:Berbers icon.png|link=Berbers|Berbers|24px]]
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Template:Britons icon
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Created page with "[[File:Britons icon.png|link=Britons|Britons|24px]]"
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wikitext
text/x-wiki
[[File:Britons icon.png|link=Britons|Britons|24px]]
9ckso36r6dpmscn1we0ipjb4e2r3css
Template:Bulgarians icon
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Striker the Third
34531925
Created page with "[[File:Bulgarians icon.png|link=Bulgarians|Bulgarians|24px]]"
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wikitext
text/x-wiki
[[File:Bulgarians icon.png|link=Bulgarians|Bulgarians|24px]]
941iz9t2obspcwsufjhzrslgyik8iym
Template:Burmese icon
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Striker the Third
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Created page with "[[File:Burmese icon.png|link=Burmese|Burmese|24px]]"
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wikitext
text/x-wiki
[[File:Burmese icon.png|link=Burmese|Burmese|24px]]
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Template:Byzantines icon
10
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2021-01-15T17:23:35Z
Striker the Third
34531925
Created page with "[[File:Byzantines icon.png|link=Byzantines|Byzantines|24px]]"
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wikitext
text/x-wiki
[[File:Byzantines icon.png|link=Byzantines|Byzantines|24px]]
55h0kohbt3xc6zdnkexg29lw2qr2wd0
Template:CC-BY-SA
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wikitext
text/x-wiki
{{LicenseBox|text=''This file is licensed under the [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike License].''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:CC-BY-SA files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:CC-BY-SA/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images with the CC-BY-SA license.
;Syntax
:Type <code>{{t|CC-BY-SA}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
9auynynkagj28207ydm7wy8qp97clt0
Template:Cast/doc
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Created page with "== Description == To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobo..."
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wikitext
text/x-wiki
== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Cast
| name =
| image =
| caption =
| birthname =
| birthdate =
| birthplace =
| deathdate =
| deathplace =
| gender =
| height =
| occupation =
| appears in =
| portrays =
}}
</pre>
== Sample output ==
{{Cast
| name = Test
| image = Wiki.png
| caption = Test
| birthname = Name
| birthdate = Date
| birthplace = Place
| deathdate = Date
| deathplace = Place
| gender = Test
| height = Test
| occupation = Test
| appears in = Test
| portrays = Test
}}
<pre>
{{Cast
| name = Test
| image = Wiki.png
| caption = Test
| birthname = Name
| birthdate = Date
| birthplace = Place
| deathdate = Date
| deathplace = Place
| gender = Test
| height = Test
| occupation = Test
| appears in = Test
| portrays = Test
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
tqtae2v13ba6xayjyn2fa0whnslkthk
Template:Celts icon
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Striker the Third
34531925
Created page with "[[File:Celts icon.png|link=Celts|Celts|24px]]"
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wikitext
text/x-wiki
[[File:Celts icon.png|link=Celts|Celts|24px]]
hwdpe5a0w4rb2c7ve88je4oyfsl7n5s
Template:Champion icon
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2021-01-20T21:14:56Z
Striker the Third
34531925
Created page with "[[File:Champion icon.png|link=Champion|Champion|24px]]"
1026
wikitext
text/x-wiki
[[File:Champion icon.png|link=Champion|Champion|24px]]
mz8uoxym8ehbmo92it929jyytu26mcy
Template:Character/doc
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2020-12-07T04:33:52Z
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9
wikitext
text/x-wiki
== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Character
| name =
| image =
| imagecaption =
| aliases =
| relatives =
| affiliation =
| occupation =
| marital =
| birthDate =
| birthPlace =
| deathDate =
| deathPlace =
| species =
| gender =
| height =
| weight =
| eyes =
| portrayedby =
| appearsin =
| debut =
}}
</pre>
== Sample output ==
{{Character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| relatives =
| affiliation =
| occupation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
| portrayedby =
| appearsin =
| debut =
}}
<pre>
{{Character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| relatives =
| affiliation =
| occupation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
| portrayedby =
| appearsin =
| debut =
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
cu17cttsdoquxazlbd5zt6fhfm9dzm9
Template:Chinese icon
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Striker the Third
34531925
Created page with "[[File:Chinese icon.png|link=Chinese|Chinese|24px]]"
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wikitext
text/x-wiki
[[File:Chinese icon.png|link=Chinese|Chinese|24px]]
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Template:Cite web
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wikitext
text/x-wiki
<includeonly>{{
#if: {{#if: {{{url|}}} | {{#if: {{{title|}}} |1}}}}
||Error on call to [[Template:cite web]]: Parameters '''url''' and '''title''' must be specified
}}{{
#if: {{{archiveurl|}}}{{{archivedate|}}}
| {{#if: {{#if: {{{archiveurl|}}}| {{#if: {{{archivedate|}}} |1}}}}
||Error on call to [[template:cite web]]: Parameters '''archiveurl''' and '''archivedate''' must be both specified or both omitted
}}
}}{{#if: {{{author|}}}{{{last|}}}
| {{#if: {{{authorlink|}}}
| [[{{{authorlink}}}|{{#if: {{{last|}}}
| {{{last}}}{{#if: {{{first|}}} | , {{{first}}} }}
| {{{author}}}
}}]]
| {{#if: {{{last|}}}
| {{{last}}}{{#if: {{{first|}}} | , {{{first}}} }}
| {{{author}}}
}}
}}
}}{{#if: {{{author|}}}{{{last|}}}
| {{#if: {{{coauthors|}}}| <nowiki>;</nowiki> {{{coauthors}}} }}
}}{{#if: {{{author|}}}{{{last|}}}|
{{#if: {{{date|}}}
|  ({{{date}}})
| {{#if: {{{year|}}}
| {{#if: {{{month|}}}
|  ({{{month}}} {{{year}}})
|  ({{{year}}})
}}
}}
|}}
}}{{#if: {{{last|}}}{{{author|}}}
| . }}{{
#if: {{{editor|}}}
|  {{{editor}}}:
}}{{#if: {{{archiveurl|}}}
| {{#if: {{{archiveurl|}}} | {{#if: {{{title|}}} | [{{{archiveurl}}} {{{title}}}] }}}}
| {{#if: {{{url|}}} | {{#if: {{{title|}}} | [{{{url}}} {{{title}}}] }}}}
}}{{#if: {{{language|}}} |  <span style="font-size: 0.95em; font-weight: bold; color:#555; position: relative;">({{{language}}})</span>
}}{{#if: {{{format|}}}
|  ({{{format|}}})
}}{{#if: {{{work|}}}
| . ''{{{work}}}''
}}{{#if: {{{pages|}}}
|  {{{pages}}}
}}{{#if: {{{publisher|}}}
| . {{{publisher}}}{{#if: {{{author|}}}{{{last|}}}
|
| {{#if: {{{date|}}}{{{year|}}}{{{month|}}} || }}
}}
}}{{#if: {{{author|}}}{{{last|}}}
||{{#if: {{{date|}}}
|  ({{{date}}})
| {{#if: {{{year|}}}
| {{#if: {{{month|}}}
|  ({{{month}}} {{{year}}})
|  ({{{year}}})
}}
}}
}}
}}.{{#if: {{{archivedate|}}}
|  Archived from [{{{url}}} the original] on {{#time:F j, Y|{{{archivedate}}}}}{{#if: {{{archiveyear|}}} | , {{{archiveyear}}} }}.
}}{{#if: {{{accessdate|}}}
|  Retrieved on {{#time:F j, Y|{{{accessdate}}}}}{{#if: {{{accessyear|}}} | , {{{accessyear}}} }}.
}}{{#if: {{{accessmonthday|}}}
|  Retrieved on {{{accessmonthday}}}, {{{accessyear}}}.
}}{{#if: {{{accessdaymonth|}}}
|  Retrieved on {{{accessdaymonth}}} {{{accessyear}}}.
}}{{#if: {{{quote|}}}
| “{{{quote}}}”
}}</includeonly><noinclude>{{documentation}}
</noinclude>
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Template:Cite web/doc
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Created page with "__NOTOC__ This template is used to [[Wikipedia:WP:CITE|cite sources]] in Wikipedia. It is specifically for web sites which are not news sources. This template replaces deprec..."
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__NOTOC__
This template is used to [[Wikipedia:WP:CITE|cite sources]] in Wikipedia. It is specifically for web sites which are not news sources. This template replaces deprecated [[Wikipedia:Template:Teb reference|template:web reference]]. It provides lower case parameters only.
A general discussion of the use of templates for adding citation of open-source web content to Wikipedia articles is available at [[Wikipedia:Citation templates|citation templates]].
This page uses [[w:Wikia:Licensing|Creative Commons Licensed]] content from [[w:c:Wookieepedia:Template:Cite web|Wookieepedia]]
== Usage ==
;Common form for cases where little is known about authorship of the page (with current date)
<tt><nowiki>{{Cite web |url= |title= |accessdate=</nowiki>{{CURRENTYEAR}}-{{CURRENTMONTH}}-{{CURRENTDAY2}}<nowiki> |format= |work= }}</nowiki></tt>
;Using last, first (with current date)
<tt><nowiki>{{Cite web |url= |title= |accessdate=</nowiki>{{CURRENTYEAR}}-{{CURRENTMONTH}}-{{CURRENTDAY2}}<nowiki> |last= |first= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher= |pages= |language= |archiveurl= |archivedate= |quote= }}</nowiki></tt>
;Using author (with current date)
<tt><nowiki>{{Cite web |url= |title= |accessdate=</nowiki>{{CURRENTYEAR}}-{{CURRENTMONTH}}-{{CURRENTDAY2}}<nowiki> |author= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher= |pages= |language= |archiveurl= |archivedate= |quote= }}</nowiki></tt>
;Using non-linked retrieved date, last, first
<tt><nowiki>{{Cite web |url= |title= |accessmonthday= |accessyear= |last= |first= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher= |pages= |language= |archiveurl= |archivedate= |quote= }}</nowiki></tt>
;Using non-linked retrieved date, author
<tt><nowiki>{{Cite web |url= |title= |accessmonthday= |accessyear= |author= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher= |pages= |language= |archiveurl= |archivedate= |quote= }}</nowiki></tt>
;All parameters, horizontal format (delete the ones you don't need)
<tt><nowiki>{{Cite web |url= |title= |accessdate= |accessmonthday= |accessdaymonth = |accessyear= |author= |last= |first= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher= |pages= |language= |archiveurl= |archivedate= |quote= }}</nowiki></tt>
;All parameters, vertical format
<pre>{{Cite web
| url =
| title =
| accessdate =
| accessdaymonth =
| accessmonthday =
| accessyear =
| author =
| last =
| first =
| authorlink =
| coauthors =
| date =
| year =
| month =
| format =
| work =
| publisher =
| pages =
| language =
| archiveurl =
| archivedate =
| quote =
}}</pre>
=== Required parameters ===
* '''url''': URL of online item.
* '''title''': Title of online item.
''For producing a [[Wikipedia:WP:CONTEXT#Dates|wikilinked date]] of retrieval:''
:* '''accessdate''': Full date when item was accessed, in [[Wikipedia:ISO 8601|ISO 8601]] YYYY-MM-DD format, for example "accessdate = {{CURRENTYEAR}}-{{CURRENTMONTH}}-{{CURRENTDAY2}}". ''Must not be wikilinked''
''For producing a non-wikilinked date of retrieval:''
:* '''accessmonthday''' and '''accessyear''': Month and day when item was accessed, for example "accessmonthday = May 10", <u>and</u> year when item was accessed, for example "accessyear = 2005". Produces: ''Retrieved on May 10, 2006.''
:* '''accessdaymonth''' and '''accessyear''': Month and day when item was accessed, for example "accessmonthday = 10 May", <u>and</u> year when item was accessed, for example "accessyear = 2005". Produces: ''Retrieved on 10 May 2006.''
=== Optional parameters ===
* '''author''': Author
** '''last''' works with '''first''' to produce <code>last, first</code>
** '''authorlink''' works either with '''author''' or with '''last''' & '''first''' to link to the appropriate wikipedia article. Does not work with URLs.
** '''coauthors''': allows additional authors
* '''date''': Full date of publication, preferably in [[Wikipedia:ISO 8601|ISO 8601]] YYYY-MM-DD format, e.g. ''2006-02-17''. May be wikilinked.
** OR: '''year''': Year of publication, and '''month''': Name of the month of publication. If you also have the day, use ''date'' instead. Must not be wikilinked.
* '''format''': Format, e.g. PDF. HTML implied if not specified.
* '''work''': If this item is part of a larger work, name of that work.
* '''publisher''': Publisher, if any.
* '''pages''': ''pp. 5–7'': first page and optional last page. This is for listing the pages relevant to the citation, not the total number of pages in the book. This is especially useful for PDF format, where the page can be linked to with the <code>#page=''number''</code> anchor tagged on the end of the URL:
*: <code><nowiki>pages = [http://www.example.org/file.pdf#page=123 p. 123]</nowiki></code>
* '''language''': language of publication (don't specify "English" as this is the default).
* '''archiveurl''': URL of the archive location of the item (requires '''archivedate''')
* '''archivedate''': Date when the item was archived (requires '''archiveurl'''), in [[Wikipedia:ISO 8601|ISO 8601]] YYYY-MM-DD format, e.g. ''2006-02-17''. Must not be wikilinked; it will be linked automatically.
* '''quote''': Relevant quote from online item.
== Examples ==
;Some standard use cases
* <nowiki>{{Cite web
| author=Doe, John
| title=My Favorite Things Part II
| publisher=Open Publishing
| date=2005-04-30
| work=Encyclopedia of Things
| url=http://www.example.org/
| accessdate=2005-07-06
}}</nowiki><br/>→ <span style="background:white">{{cite web | author=Doe, John | title=My Favorite Things Part II | publisher=Open Publishing | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org | accessdate=2005-07-06 }}</span>
* <nowiki>{{Cite web
| author=Doe, John
| title=My Favorite Things Part II
| date=2005-04-30
| work=Encyclopedia of Things
| url=http://www.example.org/
| accessdate=2005-07-06
}}</nowiki><br/>→ <span style="background:white">{{cite web | author=Doe, John | title=My Favorite Things Part II | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org | accessdate=2005-07-06 }}</span>
* <nowiki>{{Cite web
| author=Doe, John
| title=My Favorite Things Part II
| date=2005-04-30
| url=http://www.example.org/
| accessdate=2005-07-06
}}</nowiki><br/>→ <span style="background:white">{{cite web | author=Doe, John | title=My Favorite Things Part II | date=2005-04-30 | url=http://www.example.org | accessdate=2005-07-06}}</span>
* <nowiki>{{Cite web
| author=Doe, John
| title=My Favorite Things Part II
| url=http://www.example.org/
| accessdate=2005-07-06
}}</nowiki><br/>→ <span style="background:white">{{cite web | author=Doe, John | title=My Favorite Things Part II | url=http://www.example.org | accessdate=2005-07-06}}</span>
* <nowiki>{{Cite web
| title=My Favorite Things Part II
| url=http://www.example.org/
| accessdate=2005-07-06
}}</nowiki><br/>→ <span style="background:white">{{cite web | title=My Favorite Things Part II | url=http://www.example.org | accessdate=2005-07-06}}</span>
* <nowiki>{{Cite web
| url=http://www.nfl.com/fans/
| title=Digest of Rules
| publisher= National Football League
| accessdate=2005-07-06
}}</nowiki><br>→ <span style="background:white">{{cite web | url=http://www.nfl.com/fans/
| title=Digest of Rules | publisher= National Football League | accessdate=2005-07-06 }}</span>
;Non-linking date of retrieval (using accessmonthday and accessyear)
* <nowiki>{{Cite web
| title=My Favorite Things Part II
| work=Encyclopedia of Things
| url=http://www.example.org/
| accessmonthday=July 6
| accessyear=2005
}}</nowiki><br/> → <span style="background:white">{{cite web
| title=My Favorite Things Part II
| work=Encyclopedia of Things
| url=http://www.example.org/
| accessmonthday=July 6
| accessyear=2005
}}</span>
;Using format
* <nowiki>{{Cite web
| title=List of psychotropic substances under international control
| publisher = International Narcotics Control Board
| url=http://www.incb.org/pdf/e/list/green.pdf
| format = PDF
| accessdate=2005-07-06
}}</nowiki><br/> → <span style="background:white">{{cite web
| title=List of psychotropic substances under international control
| publisher = International Narcotics Control Board | url=http://www.incb.org/pdf/e/list/green.pdf
| format = PDF | accessdate=2005-07-06}}</span>
;language
* <nowiki>{{Cite web
| author=Joliet, François
| title=Honnit soit qui mal y pense
| date=2005-04-30
| url=http://www.example.org/
| accessdate=2005-07-06
| language=French
}}</nowiki><br/>→ <span style="background:white">{{cite web | author=Joliet, François | title=Honnit soit qui mal y pense | date=2005-04-30 | url=http://www.example.org | accessdate=2005-07-06 | language=French}}</span>
;coauthors
* <nowiki>{{Cite web | first=John | last=Doe | coauthors=Peter Smith, Jim Smythe | title=My Favorite Things Part II | publisher=Open Publishing | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2006-05-16
}}</nowiki><br/>→ <span style="background:white">{{cite web | first=John | last=Doe | coauthors=Peter Smith, Jim Smythe | title=My Favorite Things Part II | publisher=Open Publishing | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2006-05-16 }}</span>
;No author
* <nowiki>{{Cite web | title=My Favorite Things Part II | publisher=Open Publishing | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2006-05-16
}}</nowiki><br/>→ <span style="background:white">{{cite web | title=My Favorite Things Part II | publisher=Open Publishing | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2006-05-16 }}</span>
;No author, no publisher
* <nowiki>{{Cite web | title=My Favorite Things Part II | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2005-07-06
}}</nowiki></br>→ <span style="background:white">{{cite web | title=My Favorite Things Part II | date=2005-04-30 | work=Encyclopedia of Things | url=http://www.example.org/ | accessdate=2005-07-06 }}</span>
* <nowiki>{{Cite web | title=My Favorite Things Part II | date=2005-04-30 | url=http://www.example.org/ | accessdate=2005-07-06 }}</nowiki><br/>→ <span style="background:white">{{cite web | title=My Favorite Things Part II | date=2005-04-30 | url=http://www.example.org/ | accessdate=2005-07-06 }}</span>
* <nowiki>{{Cite web
| title=List of psychotropic substances under international control
| date=2005-04-30
| url=http://www.incb.org/pdf/e/list/green.pdf
| format = PDF
| accessdate=2005-07-06
| language=Greek
}}</nowiki><br/> → <span style="background:white">{{cite web
| title=List of psychotropic substances under international control | date=2005-04-30
| url=http://www.incb.org/pdf/e/list/green.pdf | format = PDF | accessdate=2005-07-06
| language=Greek }}</span>
; Using archiveurl and archivedate to refer to items that went away but are available from an archive site
* <nowiki>{{Cite web
| title=List of psychotropic substances under international control
| date=2005-04-30
| url=http://www.incb.org/pdf/e/list/green.pdf
| format = PDF
| accessdate=2005-07-06
| archiveurl=http://www.archive.org/2005-09-11/www.incb.org/pdf/e/list/green.pdf
| archivedate=2005-09-11
}}</nowiki><br/> → <span style="background:white">{{cite web
| title=List of psychotropic substances under international control
| date=2005-04-30
| url=http://www.incb.org/pdf/e/list/green.pdf
| format = PDF
| accessdate=2005-07-06
| archiveurl=http://www.archive.org/2005-09-11/www.incb.org/pdf/e/list/green.pdf
| archivedate=2005-09-11 }}</span>
* <nowiki>
{{Cite web
|url=http://joanjettbadrep.com/cgi-bin/fullStory.cgi?archive=currnews&story=20060405-01shore.htm
|title=Interview with Maggie Downs
|date=2006-03-31
|publisher=The Desert Sun
|archiveurl=http://72.14.207.104/search?q=cache:JAxf4v-pQmgJ:joanjettbadrep.com/cgi-bin/fullStory.cgi%3Farchive%3Dcurrnews%26story%3D20060405-01shore.htm
|archivedate=2006-04-26
}}</nowiki><br/> → <span style="background:white">{{cite web
|url=http://joanjettbadrep.com/cgi-bin/fullStory.cgi?archive=currnews&story=20060405-01shore.htm
|title=Interview with Maggie Downs
|date=2006-03-31
|publisher=The Desert Sun
|archiveurl=http://72.14.207.104/search?q=cache:JAxf4v-pQmgJ:joanjettbadrep.com/cgi-bin/fullStory.cgi%3Farchive%3Dcurrnews%26story%3D20060405-01shore.htm
|archivedate=2006-04-26}}</span>
; Using quote
* <nowiki>{{Cite web
| title = My Favorite Things Part II
| work = Encyclopedia of Things
| url = http://www.example.org/
| accessdate = 2005-07-06
| quote = Lorem ipsum dolor.
}}</nowiki><br/>→ <span style="background:white">{{cite web
| title = My Favorite Things Part II
| work = Encyclopedia of Things
| url = http://www.example.org/
| accessdate = 2005-07-06
| quote = Lorem ipsum dolor.
}}</span>
;No parameters (error)
* <nowiki>{{Cite web}}</nowiki><br/>→ <span style="background:white">{{cite web}}</span>
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Clear
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<includeonly><div style="clear:{{{1|both}}}"></div></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Clear/doc
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;Description
This template allows you to clear the left side, right side, or both sides of the page. Clearing means that the content following the template will not be displayed until the existing content on the specified sides (for example, "hanging" or floating images or blocks) is displayed completely. This template is often used so that the text does not flow around unrelated images.
The template adds the following code to the page: <code><nowiki><div style="clear:left/right/both;"></div></nowiki></code> (the value after <code>clear</code> depends on the parameters). This code affects elements with the CSS property <code>float</code>, including files floated to the side (for example, <code><nowiki>[[File:Image.png|right]]</nowiki></code>).
;Syntax
* To clear both sides of the page, add the code {{t|Clear}}.
* To clear only the left side of the page, add the code {{t|Clear|left}}.
* To clear only the right side of the page, add the code {{t|Clear|right}}.
You can also use {{t|-}} instead of {{t|Clear}} as a shorthand call for this template.
__NOTOC__
;Example
<pre style="display:table">
=== Section 1 ===
[[File:Example.jpg|200px|right]]
Section 1 text.
=== Section 2 ===
Section 2 text.
{{Clear|right}}
=== Section 3 ===
Section 3 text.
</pre>
This code produces the following result:
----
=== Section 1 ===
[[File:Example.jpg|200px|right]]
Section 1 text.
=== Section 2 ===
Section 2 text.
{{Clear|right}}
=== Section 3 ===
Section 3 text.
----
As you can see above, the example image added in section 1 is displayed to the right and extends down through section 2, while the {{t|Clear}} template is called at the end of the second section, resulting in the example image not being next to section 3. Thus, one use of the {{t|Clear}} template is to control which elements are displayed next to which other elements.
== See also ==
* [https://developer.mozilla.org/en-US/docs/Web/CSS/clear CSS property <code>clear</code> on MDN]
* [https://developer.mozilla.org/en-US/docs/Web/CSS/float CSS property <code>float</code> on MDN]
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Cols
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<includeonly><div style="-moz-column-count: {{{1}}}; -webkit-column-count: {{{1}}}; column-count: {{{1}}};">{{{2}}}</div></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Cols/doc
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;Description
This template formats the text into the specified number of columns.
;Syntax
<pre>{{cols|<# of columns>|<content>}}</pre>
Especially useful to wrap long lists of items into multiple columns.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Condottiero icon
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Created page with "[[File:Condottiero icon.png|link=Condottiero|Condottiero|24px]]"
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[[File:Condottiero icon.png|link=Condottiero|Condottiero|24px]]
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Template:Crossbowman icon
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[[File:Crossbowman icon.png|link=Crossbowman|Crossbowman|24px]]
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Template:Cumans icon
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[[File:Cumans icon.png|link=Cumans|Cumans|24px]]
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Template:Delete
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{{MessageBox
|header = Candidate for deletion
|type = delete
|text = This page has been nominated for removal from the wiki.
|comment = Remember to check [[Special:Whatlinkshere/{{FULLPAGENAME}}|what links here]] and [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deletion.
|class = notice hidden plainlinks
|id = delete
}}<includeonly>[[Category:Candidates for deletion]]</includeonly><noinclude>
{{Documentation}}</noinclude>
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Template:Delete/doc
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;Description
:This template is used to mark pages for deletion, categorizing them in [[:Category:Candidates for deletion]].
;Syntax
:Type <code>{{t|delete}}</code> on the page to be deleted.'''
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Developer
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<includeonly>{{#if:{{{1|}}} | [{{{1}}} Game developer] | Game developer}}</includeonly><noinclude>{{documentation}}</noinclude>
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Template:Developer/doc
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;Description
Edit this template to replace the name of the game publisher in the [[Template:Games|Games copyright template]]. If you wish to also link to the publisher's site, you can specify the site url as follows:
;Syntax
:{{T|Developer|https://game.site.com}}
;Result
:{{Developer|https://game.site.com}}
:Alternatively, you can simply remove the logic and hardcode the url in the template, rather than using the unnamed variable: <code><nowiki>{{{1}}}</nowiki></code>. This will link to the publisher's site in all instances, rather than optionally.<includeonly>[[Category:Templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Dialogue
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<includeonly><blockquote data-format="dialogue">{{#invoke:Dialogue|main}}</blockquote></includeonly><noinclude>{{Documentation}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Dialogue
--></noinclude>
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Template:Dialogue/doc
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{{t|Dialogue}} facilitates the writing of dialogue in a standard format. The template can handle most standard formats of writing dialogue, and can be indented, bulleted or numbered. '''This template ''cannot'' be <code>subst:</code>'d'''.
This template uses the [[w:Help:Lua|Lua templating language]], and more information can be found [[w:c:dev:Global_Lua_Modules/Dialogue|on the Global Lua Module page]]. '''For a traditional wikitext version of this template, see [[w:c:templates:Template:Dialogue/wikitext|Dialogue on Templates Wiki]]'''.
==Syntax==
This is how to write the template in [[w:Help:wikitext|wikitext]] onto your article:
<pre>{{dialogue
|short=full
|short=full
|short=full
...
|Character|Speech
|Character|Speech
|Character|Speech
...
|cite = dialogue description
}}</pre>
These parameters are explained more fully below.
==Parameters==
'''Named parameters specify name shortcuts. They are all optional.''' They are placed at the top of the template call, like this:
<pre>{{dialogue
|short=full
|short=full
|short=full
...</pre>
Name shortcuts apply to your main dialogue text. If you use a shortcut specified here for a character name, then the full name will be replaced for it.
Named parameters of the form "<code>mood1</code>", "<code>mood2</code>", "<code>mood3</code>", etc., up to "<code>mood10</code>", specify moods for the corresponding line number (e.g. "<code>mood1</code>" specifies line 1). They are placed in a line like this:
<pre>...
|Character|Speech|mood1=angry
|Character|Speech|mood2=quiet
|Character|Speech|mood3=ecstatic
...</pre>
Positional parameters form the text of the dialogue (i.e. any line not containing an "<code>=</code>" will be construed as part of the dialogue.
:;<code>Parameter 1</code> ''(required)'' : Character name speaking
:;<code>Parameter 2</code> ''(optional)'' : Line to speak
:;<code>Parameter 3</code> ''(optional)'' : Next character
:;<code>Parameter 4</code> ''(optional)'' : Next line
:;<code>Parameter 5</code> ''(optional)'' : Next character
:;<code>Parameter 6</code> ''(optional)'' : Next line
:;<code>Parameter 7</code> ''(optional)'' : so on...
Note: if any character is called "<code>action</code>" then that line will be construed as an action line. It still counts as a ''line'' nonetheless.
To write a dialogue description/source, use <code>cite =</code>
==Examples==
Here is an example of a full template usage:
<pre>{{dialogue
|harry=Harry Enfield
|bryan=Bryan Adams
|harry|Hello! |mood1=happy
|bryan|Oh hello there |mood2=surprised
|harry|How are you? |mood3=inquisitive
|bryan|Quite fine thank you. |mood4=reserved
|harry|Oh that's spiffing. |mood5=spiffed
|bryan|It is, isn't it?! |mood6=multo-spiffed
|harry|Quite so. |mood7=bored
|bryan|Well, I'm off! |mood8=joyous
|harry|Ta-ta! |mood9=relieved
|bryan|Au revoir! |mood10=sarcastic
}}</pre>
The above would generate:
{{dialogue
|harry=Harry Enfield
|bryan=Bryan Adams
|harry|Hello! |mood1=happy
|bryan|Oh hello there |mood2=surprised
|harry|How are you? |mood3=inquisitive
|bryan|Quite fine thank you. |mood4=reserved
|harry|Oh that's spiffing. |mood5=spiffed
|bryan|It is, isn't it?! |mood6=multo-spiffed
|harry|Quite so. |mood7=bored
|bryan|Well, I'm off! |mood8=joyous
|harry|Ta-ta! |mood9=relieved
|bryan|Au revoir! |mood10=sarcastic
}}
The below code demonstrates examples of extended use:
<pre>{{dialogue
|george=Georgie Boy
|rachel=Rachel
|action|Enter: George and Rachel
|george|Good morrow dearest Rachel!|mood2=happy
|action|Rachel turns to see him
|rachel|Oh, George, it's you!
|george|...
|rachel|Why won't you say anything?!|mood6=worried
|action|Enter: Guards
|Guards|We are announcing George's arrest!
|rachel|Oh my!|mood9=horrified
|action|George is dragged away.
}}</pre>
The above would generate:
{{dialogue
|george=Georgie Boy
|rachel=Rachel
|action|Enter: George and Rachel
|george|Good morrow dearest Rachel!|mood2=happy
|action|Rachel turns to see him
|rachel|Oh, George, it's you!
|george|...
|rachel|Why won't you say anything?!|mood6=worried
|action|Enter: Guards
|Guards|We are announcing George's arrest!
|rachel|Oh my!|mood9=horrified
|action|George is dragged away.
}}
===Notes===
You can number, bullet or indent your dialogue:
<pre>:{{dialogue|Me|Hello|You|Howdido!}}</pre>
:{{dialogue|Me|Hello|You|Howdido!}}
<pre>#{{dialogue|Me|Hello|You|Howdido!}}
#{{dialogue|Them|Good afternoon|Us|What a load of rubbish!}}</pre>
#{{dialogue|Me|Hello|You|Howdido!}}
#{{dialogue|Them|Good afternoon|Us|What a load of rubbish!}}
<pre>*{{dialogue
|angel=Fortitude
|angel|I am an angel!|Crowd|We don't believe you!}}
*{{dialogue
|angel=Fortitude
|angel|But I'm being quite serious!|Crowd|Too bad for you then!}}</pre>
*{{dialogue
|angel=Fortitude
|angel|I am an angel!|Crowd|We don't believe you!}}
*{{dialogue
|angel=Fortitude
|angel|But I'm being quite serious!|Crowd|Too bad for you then!}}
You will get the odd spacing error (e.g. "Speech<code><nowiki><space></nowiki></code>") if you lay out your dialogue on multiple lines.
<includeonly>[[Category:Quote templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Disambiguation
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{{MessageBox
| header = Disambiguation page for {{PAGENAME}}
| type = disambiguation
| text = The following is a list of links to pages that might share the same title.
| comment = Please follow one of the disambiguation links below or [[Special:Search|search]] to find the page you were looking for if it is not listed. If an [[Special:Whatlinkshere/{{FULLPAGENAME}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.
| class = notice hidden
| id = disambiguation}}
<includeonly>[[Category:Disambiguations]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Disambiguation/doc
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;Description
:Marks an article as a disambiguation page, adding a banner to the article and categorizing it under [[:Category:Disambiguations]].
;Syntax
:Add <code>{{t|disambiguation}}</code> at the top of a disambiguation page.
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Documentation
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<includeonly>{| class="article-table plainlinks" style="width:100%;" role="complementary"
|- style="font-size:18px;"
! style="padding:0px;" | <div style="width:100%; padding:3px 0px; text-align:center;" class="color1">Template documentation</div>
|-
| ''Note: portions of the template sample may not be visible without values provided.''
|-
| View or edit [[{{{1|Template:{{PAGENAMEE}}/doc}}}|this documentation]]. ([[Template:Documentation|About template documentation]])
|-
| Editors can experiment in this template's [{{fullurl:{{FULLPAGENAMEE}}/Draft|action=edit}} sandbox] and [{{fullurl:{{FULLPAGENAMEE}}/testcases}} test case] pages.
|}
<div style="margin:0 1em;">
{{{{{1|{{PAGENAME}}/doc}}}}}</div></includeonly><noinclude>{{Documentation}}[[Category:Documentation templates]]</noinclude>
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Template:Documentation/doc
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==Description==
This template is used to insert descriptions on template pages.
==Syntax==
Add <code><nowiki><noinclude></nowiki>{{t|Documentation}}<nowiki></noinclude></nowiki></code> at the end of the template page.
Add <code><nowiki><noinclude></nowiki>{{t|Documentation|documentation page}}<nowiki></noinclude></nowiki></code> to transclude an alternative page from the /doc subpage.
==Usage==
===On the Template page===
This is the normal format when used:
<pre>
TEMPLATE CODE
<includeonly>Any categories to be inserted into articles by the template</includeonly>
<noinclude>{{Documentation}}</noinclude>
</pre>
''If your template is not a completed div or table, you may need to close the tags just before <code><nowiki>{{Documentation}}</nowiki></code> is inserted (within the noinclude tags).''
''A line break right before <code><nowiki>{{Documentation}}</nowiki></code> can also be useful as it helps prevent the documentation template "running into" previous code.''
===On the documentation page===
The documentation page is usually located on the /doc subpage for a template, but a different page can be specified with the first parameter of the template (see [[#Syntax|Syntax]]).
Normally, you will want to write something like the following on the documentation page:
<pre>
==Description==
This template is used to do something.
==Syntax==
Type <code>{{t|templatename}}</code> somewhere.
==Samples==
<code><nowiki>{{templatename|input}}</nowiki></code>
results in...
{{templatename|input}}
<includeonly>Any categories for the template itself</includeonly>
<noinclude>[[Category:Template documentation]]</noinclude>
</pre>
Use any or all of the above description/syntax/sample output sections. You may also want to add "see also" or other sections.
Note that the above example also uses the [[Template:T]] template.
<includeonly>[[Category:Documentation templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Eagle Scout icon
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[[File:Eagle Scout icon.png|link=Eagle Scout|Eagle Scout|24px]]
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[[File:Eagle scout icon.png|link=Eagle Scout|Eagle Scout|24px]]
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Template:Eagle Warrior icon
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[[File:Eagle Warrior icon.png|link=Eagle Warrior|Eagle Warrior|24px]]
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[[File:Eagle warrior icon.png|link=Eagle Warrior|Eagle Warrior|24px]]
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Template:Editlink
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<includeonly><span class="plainlinks">[{{fullurl:{{FULLPAGENAME:{{{1|}}} }}|action=edit}} {{#if:{{{2|}}}|{{{2}}}|{{{1}}} }}]</span></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Editlink/doc
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;Description
This template creates a direct link to edit a given wiki page.
;Syntax
:{{t|editlink|page}}
:{{t|editlink|page|link text}}
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Elite Eagle Warrior icon
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[[File:Elite eagle warrior icon.png|link=Elite Eagle Warrior|Elite Eagle Warrior|24px]]
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Template:Elite Skirmisher icon
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[[File:Elite skirmisher icon.png|link=Elite Skirmisher|Elite Skirmisher|24px]]
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Template:Episode/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>{{Episode
| title =
| partOfSeason =
| episodeNumber =
| image = [e.g. "Example.jpg"]
| airdate =
| writer =
| director =
| previousEpisode =
| nextEpisode =
}}</pre>
== Sample output ==
{{Episode
| title = Flower of Babel
| partOfSeason = One
| episodeNumber = Three
| image = Example.jpg
| airdate = Unaired
| writer = D. Righta
| director = A. di Rektour
| previousEpisode = Episode Two
| nextEpisode = Episode Four
}}<pre>{{Episode
| title = Flower of Babel
| partOfSeason = One
| episodeNumber = Three
| image = Example.jpg
| airdate = Unaired
| writer = D. Righta
| director = A. di Rektour
| previousEpisode = Episode Two
| nextEpisode = Episode Four
}}</pre>
<includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Ethiopians icon
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[[File:Ethiopians icon.png|link=Ethiopians|Ethiopians|24px]]
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Template:Event/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Event
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| performers =
| date =
| location =
}}
</pre>
== Sample output ==
{{Event
| title = Flower du Jour
| image = Example.jpg
| performers = Awesome Ones
| date = All the time
| location = Everywhere
}}
<pre>
{{Event
| title = Flower du Jour
| image = Example.jpg
| performers = Awesome Ones
| date = All the time
| location = Everywhere
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Fairuse
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{{LicenseBox|text=''This file is copyrighted. It will be used in a way that qualifies as fair use under US copyright law.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Fairuse files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:Fairuse/doc
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;Description
:This template is used to mark images as fair use.
;Syntax
:Type <code>{{t|fairuse}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Film/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Film
| title =
| image =
| caption =
| premiere =
| genre =
| rating =
| runtime =
| director =
| writer =
| music =
| producer =
| budget =
| earned =
| previous =
| next =
}}
</pre>
== Sample output ==
{{Film
| title = This is a test
| image = Wiki.png
| caption = This is a test
| premiere = This is a test
| genre = This is a test
| rating = This is a test
| runtime = This is a test
| director = This is a test
| writer = This is a test
| music = This is a test
| producer = This is a test
| budget = This is a test
| earned = This is a test
| previous = This is a test
| next = This is a test
}}
<pre>
{{Film
| title = This is a test
| image = Wiki.png
| caption = This is a test
| premiere = This is a test
| genre = This is a test
| rating = This is a test
| runtime = This is a test
| director = This is a test
| writer = This is a test
| music = This is a test
| producer = This is a test
| budget = This is a test
| earned = This is a test
| previous = This is a test
| next = This is a test
}}
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:For
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<includeonly>{{#invoke:Hatnote|For}}</includeonly>
<noinclude>{{Documentation|:Template:Hatnote/doc}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Hatnote
--></noinclude>
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Template:Franks icon
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[[File:Franks icon.png|link=Franks|Franks|24px]]
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Template:From Wikimedia
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{{LicenseBox|text=''This file was originally uploaded on Wikipedia or another Wikimedia project.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Files from WikiMedia projects]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:From Wikimedia/doc
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;Description
:This template is used to mark images as having been uploaded on [[wikipedia:|Wikipedia]] or another [[wikimedia:|Wikimedia]] project.
;Syntax
:Type <code>{{t|From Wikimedia}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Further
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<includeonly>{{#invoke:Hatnote|further}}</includeonly>
<noinclude>{{Documentation|:Template:Hatnote/doc}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Hatnote
--></noinclude>
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Template:GFDL
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{{LicenseBox|text=''This file is licensed under the GFDL. Permission is granted to copy, distribute and/or modify this image under the terms of the '''[[Wikipedia:Text of the GNU Free Documentation License|GNU Free Documentation License]]''', Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:GFDL files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:GFDL/doc
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;Description
:This template is used to mark images using the GFDL.
;Syntax
:Type <code>{{t|GFDL}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Game/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>{{Game
| title = The game's name, displayed on top of the infobox
| image = [e.g. "Example.jpg"]
| developer =
| publisher =
| engine = The engine the game runs on
| version = Most recently released version of the game. If your wiki does patch notes, you may wish to link to those.
| platform = Platform(s) the game is available on
| releasedate = When the game released
| genre = Genre(s) the game is classified as
| mode = Singeplayer, multiplayer, etc.
| rating = ESRB / PEGI, etc. ratings
| media = What media the game is available on (digital, cartridge, cd, etc.)
| requirements = System requirements
}}</pre>
== Sample output ==
{{Game
| title = The Game of Flower
| image = Example.jpg
| developer =
| publisher =
| engine =
| version =
| platform = PC
| releasedate = Soon
| genre = RPG
| mode = Single player
| rating =
| media =
| requirements = Cutting edge hardware
}}
<pre>{{Game
| title = The Game of Flower
| image = Example.jpg
| developer =
| publisher =
| engine =
| version =
| platform = PC
| releasedate = Soon
| genre = RPG
| mode = Single player
| rating =
| media =
| requirements = Cutting edge hardware
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Games
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{{LicenseBox|text=''This image comes from ''{{topic}}'' or from websites created and owned by {{publisher}} or {{developer}}, who hold the copyright of ''{{topic}}''. All trademarks and registered trademarks present in the image are proprietary to {{publisher}}.<br>The use of images to illustrate articles concerning the subject of the images in question is believed to qualify as '''[[Wikipedia:fair use|fair use]]''' under [[Wikipedia:United States copyright law|United States copyright law]], as such display does not significantly impede the right of the copyright holder to sell the copyrighted material.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Freely licensed files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:Games/doc
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;Description
:This template is used to mark images captured or otherwise obtained from a computer game.
;Syntax
:Type <code>{{t|Games}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Goths icon
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[[File:Goths icon.png|link=Goths|Goths|24px]]
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Template:Halberdier icon
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Striker the Third
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Created page with "[[File:Halberdier icon.png|link=Halberdier|Halberdier|24px]]"
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text/x-wiki
[[File:Halberdier icon.png|link=Halberdier|Halberdier|24px]]
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Template:Hand Cannoneer icon
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Striker the Third
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Created page with "[[File:Hand cannoneer icon.png|link=Hand Cannoneer|Hand Cannoneer|24px]]"
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text/x-wiki
[[File:Hand cannoneer icon.png|link=Hand Cannoneer|Hand Cannoneer|24px]]
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Template:Hatnote
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<includeonly>{{#invoke:Hatnote|hatnote}}</includeonly><noinclude>{{Documentation}}</noinclude>
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Template:Hatnote/doc
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The hatnotes used for adding links between articles where more context is important.
Broadly speaking, a hatnote should answer a readers' question: Am I on the right page?
== Usage ==
; Basic usage:
{{hatnote|''text''}}
; All parameters:
{{hatnote|''text''|extraclasses=''extra classes''|selfref=''yes''|category=''no''}}
== Parameters ==
This template accepts the following parameters:
* <code>1</code> - the hatnote text (required)
* <code>extraclasses</code> - any extra CSS classes to be added.
* <code>selfref</code> - If set to "yes", "y", "true" or "1", adds the CSS class "selfref". This is used to denote self-references.
* <code>category</code> - If set to "no", "n", "false", or "0", suppresses the error tracking category ([[:Category:Hatnote templates with errors]]). This has an effect only if the leftmost parameter (the hatnote text) is omitted.
== Example ==
* <code><nowiki>{{hatnote|Example hatnote text}}</nowiki></code> → {{hatnote|Example hatnote text}}
== Typical types ==
{{T|Main}}, {{T|Further}} are very similar, but indicate either the primary page for a topic or more detailed related topic. They have a nearly identical set of parameters.
;{{T|Main}}: When an article is large, it often has a summary and a link to a main article. This template is used after the heading of the summary, to indicate a link to the subtopic article that has been summarized.
;{{T|Further}}: Used to link to articles containing further information on this topic.
;{{T|See also}}: Used to link to additional articles on related topics.
:;{{T|Main|Main Page}} →:{{Main|Main Page}}
:;{{T|Main|Main Page|Main Page}} →:{{Main|Main Page|Main Page}}
:*<code>1</code>, <code>2</code>, <code>3</code>, ... – the pages to link to. If no page names are specified, the current page name is used instead (without the namespace prefix). Categories and files are automatically escaped with the [[w:Help:Colon trick|colon trick]], and links to sections are automatically formatted as ''page § section'', rather than the MediaWiki default of ''page#section''.
:*<code>l1</code>, <code>l2</code>, <code>l3</code>, ... ''or''<code>label 1</code>, <code>label 2</code>, <code>label 3</code>, ... – optional labels for each of the pages to link to (this is for articles where a piped link would be used). Note that the extra parameters use a lower case 'L', for example, <code>l1</code>, <u>not</u> <code>L1</code>.
:*<code>selfref</code> – if set to "yes", "y", "true" or "1", adds the CSS class "selfref". This is used to denote self-references.
== Disambiguation ==
Templates such as {{T|About}} and {{T|For}} are to be used in cases where a disambiguation is not needed. In general, disambiguation pages should only be used for 4 or more titles that are mostly or entirely identical, except for a qualifier.
;{{T|About}}: Links the reader to other articles with similar titles or concepts that they may have been seeking instead. The template has several formats, including:
:;{{T|About|Use1}} →:{{About|}}
:;{{T|About|Use1|<nowiki/>|Main Page}} →:{{About|Use1||Main Page}}
:;{{T|About|Use1|<nowiki/>|Main Page|and|Main Page}} →:{{About|Use1||Main Page|and|Main Page}}
:;{{T|About|Use1|Use2|Main Page}} →:{{About|Use1|Use2|Main Page}}
:;{{T|About|Use1|Use2|Main Page|and|Main Page}} →:{{About|Use1|Use2|Main Page|and|Main Page}}
:;{{T|About|Use1|Use2|Main Page|other uses}} →:{{About|Use1|Use2|Main Page|other uses}}
Alternately, a <code>section=yes</code> parameter can be added to the {{T|About}} template for use at the top of a section. When using this parameter, the wording in the template changes to specify that it is being used in a section:
:;{{T|About|Use1|<nowiki>section=yes</nowiki>}} →:{{About|Use1|section=yes}}
:;{{T|About|Use1|<nowiki/>|Main Page|<nowiki>section=yes</nowiki>}} →:{{About|Use1||Main Page|section=yes}}
:;{{T|About|Use1|Use2|Main Page|<nowiki>section=yes</nowiki>}} →:{{About|Use1|Use2|Main Page|section=yes}}
:;{{T|About|Use1|Use2|Main Page|and|Main Page|<nowiki>section=yes</nowiki>}} →:{{About|Use1|Use2|Main Page|and|Main Page|section=yes}}
:;{{T|About|Use1|Use2|Main Page|other uses|<nowiki>section=yes</nowiki>}} →:{{About|Use1|Use2|Main Page|other uses|section=yes}}
A <var>text</var> option adds text to the end; note that this should be only used when truly necessary, and the other hatnote templates listed below don't suffice. This template also supports <var>selfref</var>.
;{{T|For}}: Provides links to up to four articles or disambiguation pages. It accepts zero to five parameters.
:;If used without parameters on a page named ''Foo'', the result is
::{{hatnote|For other uses, see [[:Foo (disambiguation)]].}}
:;The first parameter changes the hatnote itself and should be plain text, e.g. {{T|For|similar terms}} yields
::{{hatnote|For similar terms, see [[:Foo (disambiguation)]].}}
:;The second parameter is used to change the resultant link, e.g. {{T|For|similar terms|Main Page}} yields
::{{For|similar terms|Main Page}}
:;The third, fourth and fifth parameters are used to give one, two, or three supplementary links:
:*{{For|similar terms|Main Page|Main Page}}
:*{{For|similar terms|Main Page|Main Page|Main Page}}
:*{{For|similar terms|Main Page|Main Page|Main Page|Main Page}}
:the last being produced by e.g. {{T|For|similar terms|Main Page|Main Page|Main Page|Main Page}}.
== Errors ==
If no hatnote text is supplied, the template will output the following message:
* {{hatnote|category=no}}
If you see this error message, it is for one of four reasons:
# No parameters were specified (the template code was <code><nowiki>{{hatnote}}</nowiki></code>). Please use <code><nowiki>{{hatnote|</nowiki>''text''<nowiki>}}</nowiki></code> instead.
# Some parameters were specified, but the hatnote text wasn't included. For example, the template text <code><nowiki>{{hatnote|extraclasses=seealso}}</nowiki></code> will produce this error. Please use (for example) <code><nowiki>{{hatnote|</nowiki>''text''<nowiki>|extraclasses=seealso}}</nowiki></code> instead.
# The hatnote text was specified, but that text contains an equals sign ("="). The equals sign has a special meaning in template code, and because of this it cannot be used in template parameters that do not specify a parameter name. For example, the template code <code><nowiki>{{hatnote|2+2=4}}</nowiki></code> will produce this error. To work around this, you can specify the parameter name explicitly by using <code>1=</code> before the hatnote text, like this: <code><nowiki>{{hatnote|1=2+2=4}}</nowiki></code>.
# You tried to access [[Module:Hatnote]] directly by using <code><nowiki>{{#invoke:hatnote|hatnote|</nowiki>''text''<nowiki>}}</nowiki></code>. Use of #invoke in this way has been disabled for performance reasons. Please use <code><nowiki>{{hatnote|</nowiki>''text''<nowiki>}}</nowiki></code> instead.
Pages that contain this error message are tracked in [[:Category:Hatnote templates with errors]].
== Technical details ==
This template uses the [[w:Help:Lua|Lua templating language]], and more information can be found [[w:c:dev:Global_Lua_Modules/Hatnote|on the Global Lua Module page]]. '''For a traditional wikitext version of this template, see [[w:c:templates:Template:Hatnote|Hatnote on Templates Wiki]]'''.
The HTML code produced by this template looks like this:
* <code><nowiki><div role="note" class="hatnote"></nowiki>''hatnote text''<nowiki></div></nowiki></code>
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Huns icon
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Striker the Third
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Created page with "[[File:Huns icon.png|link=Huns|Huns|24px]]"
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[[File:Huns icon.png|link=Huns|Huns|24px]]
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Template:Imperial Skirmisher icon
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Created page with "[[File:Imperial Skirmisher icon.png|link=Imperial Skirmisher|Imperial Skirmisher|24px]]"
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[[File:Imperial Skirmisher icon.png|link=Imperial Skirmisher|Imperial Skirmisher|24px]]
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[[File:Imperial skirmisher icon.png|link=Imperial Skirmisher|Imperial Skirmisher|24px]]
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Template:Incas icon
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Striker the Third
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[[File:Incas icon.png|link=Incas|Incas|24px]]
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Template:Indians icon
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Created page with "[[File:Indians icon.png|link=Indians|Indians|24px]]"
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[[File:Indians icon.png|link=Indians|Indians|24px]]
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Template:Italians icon
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Created page with "[[File:Italians icon.png|link=Italians|Italians|24px]]"
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[[File:Italians icon.png|link=Italians|Italians|24px]]
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Template:Item/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Item
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| type =
| effects =
| source =
| buy =
| sell =
}}
</pre>
== Sample output ==
{{Item
| title = Power Flower
| image = Example.jpg
| type = Food
| effects = +1 Fire
| source = Vendor
| buy = 5g
| sell = 1g
}}<pre>
{{Item
| title = Power Flower
| image = Example.jpg
| type = Food
| effects = +1 Fire
| source = Vendor
| buy = 5g
| sell = 1g
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Japanese icon
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Striker the Third
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Created page with "[[File:Japanese icon.png|link=Japanese|Japanese|24px]]"
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[[File:Japanese icon.png|link=Japanese|Japanese|24px]]
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Template:Khmer icon
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[[File:Khmer icon.png|link=Khmer|Khmer|24px]]
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Template:Koreans icon
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[[File:Koreans icon.png|link=Koreans|Koreans|24px]]
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Template:LGPL
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Created page with " {{LicenseBox|text=''This work is licensed under the [https://www.gnu.org/copyleft/lesser.html GNU Lesser General Public License].''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <incl..."
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{{LicenseBox|text=''This work is licensed under the [https://www.gnu.org/copyleft/lesser.html GNU Lesser General Public License].''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:LGPL files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:LGPL/doc
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Created page with ";Description :This template is used to mark images using the LGPL. ;Syntax :Type <code>{{t|LGPL}}</code> on the image information page. <includeonly>Category:Image lic..."
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;Description
:This template is used to mark images using the LGPL.
;Syntax
:Type <code>{{t|LGPL}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:LicenseBox
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<includeonly><div style="background-color: #fefefe; border-collapse: collapse; border-color: #d6d6d6; border-radius: 3px; border-style: solid; border-left-width: 8px; border-bottom-width: 1px; border-right-width: 1px; border-top-width: 1px; color: #333; display: flex; margin: 0 auto 5px auto; min-height: 32px; padding: 0.25em 0.5em; {{{style|}}}" class="plainlinks {{{class|}}}">
{{#if:{{{image|}}} | <span style="padding: 2px 0px 2px 0.5em; text-align: center; width: 60px;">[[File:{{{image}}}{{!}}48px{!}}alt{{=}}]]</span>}}
{{{text|''Your license text is not specified''}}}
</div></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:LicenseBox/doc
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;Description
:This template is used to create the box used by the various image license templates. The default styling is currently geared to a light-themed wiki. If your wiki has a dark theme and this template is too bright relative to the other elements on your wiki, simply change the following style parameters:
:<code>background-color:</code> This is the color of the background and is currently set to: <code>#fefefe</code>
:<code>border-color:</code> This is the color of the borders and is currently set to: <code>#d6d6d6</code>
:<code>color:</code> This is the color of the text and is currently set to: <code>#333</code>
;Syntax
:Type <code>{{t|LicenseBox|text{{=}}License text}}</code> on the image information page.
<includeonly>[[Category:Image license templates| ]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Lithuanians icon
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Created page with "[[File:Lithuanians icon.png|link=Lithuanians|Lithuanians|24px]]"
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[[File:Lithuanians icon.png|link=Lithuanians|Lithuanians|24px]]
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Template:Location/doc
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Location
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| map = [e.g. "Example.jpg"]
| mapcaption =
| type =
| level =
| location =
| inhabitants =
}}
</pre>
== Sample output ==
{{Location
| title = Flora Island
| image = Example.jpg
| imagecaption = The island
| map = Example.jpg
| mapcaption = Zone map
| type = Contested
| level = 1-5
| location = Earth
| inhabitants = Stompy Humans, Drinky Bees
}}<pre>
{{Location
| title = Flora Island
| image = Example.jpg
| imagecaption = The island
| map = Example.jpg
| mapcaption = Zone map
| type = Contested
| level = 1-5
| location = Earth
| inhabitants = Stompy Humans, Drinky Bees
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Long Swordsman icon
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Striker the Third
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[[File:Long swordsman icon.png|link=Long Swordsman|Long Swordsman|24px]]
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Template:MIT
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Created page with "{{LicenseBox|text=''This work is licensed under the [https://opensource.org/licenses/MIT MIT License].''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>Category:MIT licens..."
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{{LicenseBox|text=''This work is licensed under the [https://opensource.org/licenses/MIT MIT License].''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:MIT license files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:MIT/doc
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Created page with ";Description :This template is used to mark images using the MIT license. ;Syntax :Type <code>{{t|MIT}}</code> on the image information page. <includeonly>Category:Ima..."
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;Description
:This template is used to mark images using the MIT license.
;Syntax
:Type <code>{{t|MIT}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Magyars icon
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[[File:Magyars icon.png|link=Magyars|Magyars|24px]]
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Template:Main
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<includeonly>{{#invoke:Hatnote|main}}</includeonly>
<noinclude>{{Documentation|:Template:Hatnote/doc}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Main_article
--></noinclude>
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Template:Malay icon
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Striker the Third
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[[File:Malay icon.png|link=Malay|Malay|24px]]
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Template:Malians icon
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Striker the Third
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Created page with "[[File:Malians icon.png|link=Malians|Malians|24px]]"
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[[File:Malians icon.png|link=Malians|Malians|24px]]
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Template:Man-at-Arms icon
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Created page with "[[File:Man-at-Arms icon.png|link=Man-at-Arms|Man-at-Arms|24px]]"
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[[File:Man-at-Arms icon.png|link=Man-at-Arms|Man-at-Arms|24px]]
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[[File:Man at arms icon.png|link=Man-at-Arms|Man-at-Arms|24px]]
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Template:Mayans icon
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[[File:Mayans icon.png|link=Mayans|Mayans|24px]]
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Template:MessageBox
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1 revision imported
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{{#invoke:Mbox|main}}<noinclude>{{Documentation}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Ambox
--></noinclude>
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Template:MessageBox/doc
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{{T|MessageBox}} is a template for creating message boxes.
It is highly customizable with classes, inline styles, and provided CSS selectors. Optional features such as an image, left border, right-side text (for e.g. shortcuts), and a dismiss function.
It uses the [[w:Help:Lua|Lua templating language]], and more information can be found [[w:c:dev:Global_Lua_Modules/Mbox|on the Global Lua Module page]]. This version is modified to produce a starter style, based on the [[w:c:dev:mediawiki:Global Lua Modules/Mbox.css|basic style from the module]]. To use the full capabilities of this module and remove the default styling, remove the indicated portions of [[Module:Mbox]].
'''For a traditional wikitext version of this template, see [[w:c:templates:Template:Ambox|Ambox on Templates Wiki]]'''.
==Parameters==
For examples of how to use these parameters, see [[#Examples]].
{| class="wikitable" style="width: 100%"
! Parameter name
! Description
! Required?
! Default
|-
| <code>class</code>
| Additional classes to the root <code>.mbox</code> element.
| No
| —
|-
| <code>bordercolor</code>
| The color of the thick left-most border.
| No
| Stylesheet default
|-
| <code>type</code>
| Type of mbox as declared as in CSS with variables. Affects color of the thick left-most border. See [[#Using types]].
| No
| —
|-
| <code>bgcolor</code>
| The color of the mbox's background.
| No
| Stylesheet default
|-
| <code>style</code>
| Additional inline styles to the root <code>.mbox</code> element.
| No
| —
|-
| <code>image</code>
| An image to be added to the left of all text content.
| No
| —
|-
| <code>imagewidth</code>
| The width of the image (height automatically adjusts).
| No
| <code>60px</code>
|-
| <code>imagelink</code>
| The link to which the image points (could link to the relevant maintenance category, per example). If not included, the image will be un-clickable.
| No
| —
|-
| <code>header</code>
| The header (bold text placed at the top). This is typically used to very briefly explain the subject of the mbox itself, as when the mbox is closed, only the header will show.
| No
| —
|-
| <code>text</code>
| Non-bold text placed below the header, typically used to explain the subject of the mbox in further or additional detail. When the mbox is closed, this text will be hidden.
| No
| —
|-
| <code>comment</code>
| Smaller non-bold text placed below the main text, typically used to add additional links or context about the notice. When the mbox is closed, this text will be hidden.
| No
| —
|-
| <code>aside</code>
| Text placed within a small allocation on the right side separated by a light gray border. Most commonly used to show shortcuts to the page in question (such as on policy pages). When the mbox is closed, this text will be hidden.
| No
| —
|-
| <code>id</code>
| By default, one close button will close all mboxes on the page. However, to change this, this parameter may be used, given as the name of the mbox implementation (e.g., "Template:Cleanup" would have <code><nowiki>|id=cleanup</nowiki></code>).
| No
| —
|-
| <code>collapsed</code>
| By default, the mbox will be uncollapsed, and the full contents will be shown. However, to change this, this parameter may be used to set an mbox as collapsed by default (e.g., <code><nowiki>|collapsed=true</nowiki></code> would set the mbox to be collapsed by default).
| No
| —
|}
==Design==
Some communities may wish to customize the appearance of the mboxes. The most common styling options are provided illustrated in CSS.
<syntaxhighlight lang="css" class="mw-collapsible mw-collapsed">
.mbox {
/* the background of the entire box */;
background-color: ;
/* the border color of the entire box */
border-color: ;
/* the border thickness of the entire box */
border-width: ;
/* the default thick left border color; note this can be changed from within the template implementations using the "color" parameter */
border-left-color: ;
/* the rounded-ness of the corners */;
border-radius: ;
/* the baseline font-size of the mbox */
font-size: ;
}
.mbox__content {
/* the padding inside the mbox */
padding: ;
}
.mbox__content__image {
/* the minimum width of the mbox's image (if bigger, use the "imagewidth" parameter in the template) */
width: ;
/* the spacing to the left of the text (i.e., the right of the image) */
padding-right: ;
}
.mbox__content__text__comment {
/* the size of the text in the "comment" parameter */
font-size: ;
}
.mbox__content__aside {
/* any particular modifications to the "aside" area can go here */
/* the maximum width of the aside area */
width: ;
}
.mbox__close {
/* the appearance of the close symbol here */
}
.mbox__close:after {
/* overwrite "content" here if you do not wish for the close symbol to be × */
content: '';
}
.mw-collapsed + .mbox__close {
/* modifications to the close symbol when the box is closed */
}
.mw-collapsed + .mbox__close:after {
/* overwrite "content" here if you do not wish for the close symbol to be + when the box is closed */
content: '';
}
</syntaxhighlight>
; Technical notes
* Additional inline styles to the root <code>.mbox</code> element can be achieved via the <code>style</code> parameter in the template.
== Examples ==
=== Basic MessageBox ===
<pre>
{{MessageBox
|header = Header text here
|text = Normal text here
|id = test1
}}</pre>
Produces:
{{#invoke:Mbox|main
|header = Header text here
|text = Normal text here
|id = test1
}}
=== Using types ===
To use types, CSS variables must be added, such as:
<syntaxhighlight lang="css">
:root {
--type-important: rgba(200, 0, 0, 0.8);
--type-moderate: rgba(233, 124, 47, 0.8);
--type-minor: rgba(241, 197, 37, 0.8);
}
</syntaxhighlight>
If added:
<pre>
{{MessageBox
|header = Header text here
|type = important
|text = Normal text here
|id = test2
}}</pre>
Produces:
{{#invoke:Mbox|main
|header = Header text here
|type = important
|text = Normal text here
|id = test2
}}
Depending on your styling, there may not be a visual difference in the above example.
=== With an image ===
<pre>
{{MessageBox
|header = Header text here
|text = Normal text here
|image = Wiki.png
|imagelink =
|imagewidth = 50px
|id = test3
}}</pre>
Produces:
{{#invoke:Mbox|main
|header = Header text here
|text = Normal text here
|image = Wiki.png
|imagelink =
|imagewidth = 50px
|id = test3
}}
=== With an aside ===
<pre>
{{MessageBox
|header = Header text here
|type = important
|text = Normal text here
|aside = Aside text here
|id = test4
}}</pre>
Produces:
{{#invoke:Mbox|main
|header = Header text here
|type = important
|text = Normal text here
|aside = Aside text here
|id = test4
}}
=== Standard/default style ===
<pre>
{{MessageBox
|header = Header text here
|text = Normal text here
|comment = Comment text here
|image = Wiki.png
|aside = Aside text here
|id = standard
}}</pre>
Produces:
{{#invoke:Mbox|main|header=Header text here |text=Normal text here |comment=Comment text here |image=Wiki.png |aside=Aside text here |id=standard}}
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
nnhlie59jtpr8xd27kdo3dnso6wmlsq
Template:Militia icon
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675
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2021-01-20T21:31:15Z
Striker the Third
34531925
Created page with "[[File:Militia icon.png|link=Militia|Militia|24px]]"
1041
wikitext
text/x-wiki
[[File:Militia icon.png|link=Militia|Militia|24px]]
iqoble61jtpbz5pvw7nosf3df38uliv
Template:Mongols icon
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2021-01-17T03:46:33Z
Striker the Third
34531925
Created page with "[[File:Mongols icon.png|link=Mongols|Mongols|24px]]"
918
wikitext
text/x-wiki
[[File:Mongols icon.png|link=Mongols|Mongols|24px]]
pnywwm9yuwcb2t0glol1os196wg77i7
Template:Namespace
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FANDOM
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1 revision imported
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text/x-wiki
{{SAFESUBST:<noinclude />#invoke:Namespace detect|main}}<noinclude>{{Documentation}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Namespace_detect
--></noinclude>
spa1w8qu0tci71xzw54lxvdgfor5ir3
Template:Namespace/doc
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2020-12-07T04:33:52Z
FANDOM
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69
wikitext
text/x-wiki
This is the {{t|Namespace}} meta-template. It helps other templates detect what type of page they are on.
It detects and groups all the different [[Wikipedia:Namespace#Enumeration|namespaces]] used on Fandom into several types:
; main : Main (i.e. article) space, where normal articles are kept.
; talk : Any talk space, including page names that start with "Talk:", "User talk:", "File talk:", etc.
;user
;file
;mediawiki
;template
;help
;category
: The remaining namespaces.
; other : Any namespaces that were not specified as a parameter to the template (see explanation below).
For backwards compatibility, this template handles '''image''' as if '''file'''. '''image''' (<nowiki>[[Image:...]]</nowiki>) is now deprecated.
'''Note:''' For most cases it may be better to use the simpler namespace detection templates (see the [[#See also|see also]] section below). This template is more prone to human errors such as misspelling parameter names.
This template uses the [[w:Help:Lua|Lua templating language]], and more information can be found [[w:c:dev:Global_Lua_Modules/Namespace_detect|on the Global Lua Module page]]. '''For a traditional wikitext version of this template, see [[w:c:templates:Template:Namespace_detect|Namespace_detect on Templates Wiki]]'''.
== Usage ==
This template takes one or more parameters named after the different page types as listed above. Like this:
<pre>
{{Namespace
| main = Article text
| talk = Talk page text
| other = Other pages text
}}
</pre>
If the template is on a main (article) page, it will return this:
: {{Namespace |demospace=main
| main = Article text
| talk = Talk page text
| other = Other pages text
}}
If the template is on any other page than an article or a talk page, it will return this:
: {{Namespace
| main = Article text
| talk = Talk page text
| other = Other pages text
}}
The example above made the template return something for all page types. But if we don't use the '''other''' parameter or leave it empty, it will not return anything for the other page types. Like this:
<pre>
{{Namespace
| file = File page text
| category = Category page text
| other =
}}
</pre>
On any pages other than file and category pages the code above will render nothing.
<!-- Do not remove this one. It is supposed to render nothing, but we have it here for testing purposes. -->
: {{Namespace
| file = File page text
| category = Category page text
| other =
}}
By using an empty parameter, you can make it so the template doesn't render anything for some specific page type. Like this:
<pre>
{{Namespace
| main =
| other = Other pages text
}}
</pre>
The code above will render nothing when on mainspace (article) pages, but will return this when on other pages:
: {{Namespace
| main =
| other = Other pages text
}}
== Demospace and page ==
For testing and demonstration purposes, this template can take two parameters named '''demospace''' and '''page'''.
'''demospace''' understands any of the page type names used by this template, including the '''other''' type. It tells the template to behave like it is on some specific type of page. Like this:
<pre>
{{Namespace
| main = Article text
| other = Other pages text
| demospace = main
}}
</pre>
No matter on what kind of page the code above is used, it will return this:
: {{Namespace
| main = Article text
| other = Other pages text
| demospace = main
}}
The '''page''' parameter instead takes a normal pagename, making this template behave exactly as if on that page. The pagename doesn't have to be an existing page. Like this:
<pre>
{{Namespace
| user = User page text
| other = Other pages text
| page = User:Example
}}
</pre>
No matter on what kind of page the code above is used, it will return this:
: {{Namespace
| user = User page text
| other = Other pages text
| page = User:Example
}}
It can be convenient to let your template understand the '''demospace''' and/or '''page''' parameter and send it on to the {{T|Namespace}} template. Like this:
<pre>
{{Namespace
| main = Article text
| other = Other pages text
| demospace = {{{demospace|}}}
| page = {{{page|}}}
}}
</pre>
If both the '''demospace''' and '''page''' parameters are empty or undefined, the template will detect page types as usual.
== Parameters ==
List of all parameters:
<pre>
{{Namespace
| main =
...
| other =
| demospace = {{{demospace|}}} / main / talk / user /
file / mediawiki / template /
help / category / other
| page = {{{page|}}} / User:Example
}}
</pre>
== Technical details ==
If you intend to feed tables as content to the numbered parameters of this template, you need to know this:
[[w:Help:Template|Templates]] have a problem handling parameter data that contains pipes "<code>|</code>" unless the pipe is inside another template <code><nowiki>{{name|param1}}</nowiki></code> or inside a piped link <code><nowiki>[[w:Help:Template|help]]</nowiki></code>. Thus templates can not handle [[w:Help:Table|wikitables]] as input unless you escape them by using the <code><nowiki>{{!}}</nowiki></code> [[w:Help:Magic words|magic word]]. This makes it hard to use wikitables as parameters to templates. Instead, the usual solution is to use HTML wikimarkup for the table code, which is more robust.
<includeonly>[[Category:General wiki templates]]{{#ifeq:{{SUBPAGENAME}}|sandbox|[[Category:Namespace manipulation templates]]}}</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Navbox
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FANDOM
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1 revision imported
20
wikitext
text/x-wiki
{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="padding:0.2em 0.5em;" nowrap="nowrap" class="color1" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}
|}<noinclude>
{{documentation}}</noinclude>
3xkfiaf5hr2cfvrz4dyzao8xl6lsfww
Template:Navbox/doc
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FANDOM
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text/x-wiki
;Description
:This template is used to create a basic navigation box. You can do so by calling the template, via the steps under "Syntax", but it is recommended to '''copy the code verbatim''' via the steps under "Navbox Creation".
;Navbox Creation
<createbox>
prefix=Template:
preload=Template:Navbox
editintro=Template:Navbox/doc
buttonlabel=Make your navbox!
default = Navbox Foo
</createbox>
#Think of a name for your navbox, like "Navbox Foo". Type it in the above field, press the button, and save the page immediately. Be ready to return to ''this'' page to see the rest of the instructions.
#Edit the resulting page in source mode.
#Replace <code>{{{header}}}</code> with the text you would like to appear in the header.
#Replace <code>{{{body}}}</code> with the text you would like to appear in the body.
#To add another section, copy these four lines of code immediately below the lines in the existing code that they resemble:
<pre>|-
! style="padding:0.2em 0.5em;" nowrap="nowrap" class="color1" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}</pre>
Save the page once you have added as many sections as you needed, and filled them with content. You may also want to create a /doc subpage explaining that to call the resulting template, one must only type <code>{<nowiki/>{Navbox Foo}}</code>, or rather, whatever we decided to name the template in step 1.
;Syntax
<pre>{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}</pre>
:Results in...
{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}
<includeonly>[[Category:Navbox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
53676qbt084e589u0ebw0a7vrjmljpv
Template:Nolicense
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2020-12-07T04:33:52Z
FANDOM
32769624
Created page with "{{LicenseBox|text=''This file does not have information on its copyright status.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Unattributed files]]</includeonl..."
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{{LicenseBox|text=''This file does not have information on its copyright status.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Unattributed files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
jt2acaxsu7qhgeban7fo1thrapdy7zg
Template:Nolicense/doc
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2020-12-07T04:33:52Z
FANDOM
32769624
Created page with ";Description :This template is used to mark images where the copyright status is not known. It automatically adds the images to the :Category:Unattributed files|Unattribute..."
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wikitext
text/x-wiki
;Description
:This template is used to mark images where the copyright status is not known. It automatically adds the images to the [[:Category:Unattributed files|Unattributed files]] category for later maintenance
;Syntax
:Type <code>{{t|Nolicense}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Object infobox
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Striker the Third
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Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <group> <header>..."
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wikitext
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<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label>Food</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="frame_delay">
<label>Frame delay</label>
</data>
<data source="size">
<label>size</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| frame_delay=Example
| size=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"introduced_in:":{"suggested":true},"age:":{"suggested":true},"created_by:":{"suggested":true},"creation_time":{"suggested":true},"food":{"suggested":true},"wood":{"suggested":true},"gold":{"suggested":true},"stone":{"suggested":true},"health_points":{"suggested":true},"accuracy":{"suggested":true},"attack":{"suggested":true},"armour":{"suggested":true},"rate_of_fire":{"suggested":true},"speed":{"suggested":true},"line_of_sight":{"suggested":true},"range":{"suggested":true},"minimum_range":{"suggested":true},"projectile_speed":{"suggested":true},"blast_radius":{"suggested":true},"frame_delay":{"suggested":true},"size":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
epgwrc8arm1zr3n5jncz0uf3mfwmg1r
172
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Striker the Third
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<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label>Food</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="frame_delay">
<label>Attack delay</label>
</data>
<data source="size">
<label>size</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| frame_delay=Example
| size=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"introduced_in:":{"suggested":true},"age:":{"suggested":true},"created_by:":{"suggested":true},"creation_time":{"suggested":true},"food":{"suggested":true},"wood":{"suggested":true},"gold":{"suggested":true},"stone":{"suggested":true},"health_points":{"suggested":true},"accuracy":{"suggested":true},"attack":{"suggested":true},"armour":{"suggested":true},"rate_of_fire":{"suggested":true},"speed":{"suggested":true},"line_of_sight":{"suggested":true},"range":{"suggested":true},"minimum_range":{"suggested":true},"projectile_speed":{"suggested":true},"blast_radius":{"suggested":true},"frame_delay":{"suggested":true},"size":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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Striker the Third
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text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label>Food</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
fjjb3v582jkbbw3dsjdjfuhhzzxrigr
343
173
2020-12-10T05:03:27Z
Striker the Third
34531925
343
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label style="background-color:rgb(255, 0, 0);">Food</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
rj9ljek0keno7w46po0o2faatm1nhgc
344
343
2020-12-10T05:04:41Z
Striker the Third
34531925
344
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label style="color:rgb(255, 0, 0);">Food</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
pqyunsg3hughzgk3usvlwhldowcaksa
345
344
2020-12-10T05:09:07Z
Striker the Third
34531925
345
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label>[[Food|<span style="color: crimson">Food</span>]]</label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
lrbu7i2v72a458c2w6wii4b4hw7dzct
346
345
2020-12-10T05:27:45Z
Striker the Third
34531925
346
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label><span style="color: crimson">Food</span></label>
</data>
<data source="wood">
<label>Wood</label>
</data>
<data source="gold">
<label>Gold</label>
</data>
<data source="stone">
<label>Stone</label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
du2n64g5cq9l32ijj2qs2iq7z7ar0ga
347
346
2020-12-10T05:31:51Z
Striker the Third
34531925
347
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label><span style="color: crimson">Food</span></label>
</data>
<data source="wood">
<label><span style="color: #885500">Wood</span></label>
</data>
<data source="gold">
<label><span style="color: darkgoldenrod">Gold</span></label>
</data>
<data source="stone">
<label><span style="color: gray">Stone</span></label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
6bsbloh1b85u8krxjl7itdhhnfjjcml
444
347
2020-12-15T07:27:13Z
Striker the Third
34531925
444
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label><span style="color: crimson">Food</span></label>
</data>
<data source="wood">
<label><span style="color: #885500">Wood</span></label>
</data>
<data source="gold">
<label><span style="color: darkgoldenrod">Gold</span></label>
</data>
<data source="stone">
<label><span style="color: gray">Stone</span></label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=cat
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
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</templatedata>
</noinclude>
dxalp7jdvcz5szihnv9o8ob3evjk0ki
445
444
2020-12-15T07:27:27Z
Striker the Third
34531925
445
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Unit Information</header>
<data source="introduced_in:">
<label>Introduced in:</label>
</data>
<data source="age:">
<label>Age:</label>
</data>
</group>
<group>
<header>Creation Statistics</header>
<data source="created_by:">
<label>Created by:</label>
</data>
<data source="creation_time">
<label>Creation time</label>
</data>
<data source="food">
<label><span style="color: crimson">Food</span></label>
</data>
<data source="wood">
<label><span style="color: #885500">Wood</span></label>
</data>
<data source="gold">
<label><span style="color: darkgoldenrod">Gold</span></label>
</data>
<data source="stone">
<label><span style="color: gray">Stone</span></label>
</data>
</group>
<group>
<header>General Statistacs</header>
<data source="health_points">
<label>Health points</label>
</data>
<data source="accuracy">
<label>Accuracy</label>
</data>
<data source="attack">
<label>Attack</label>
</data>
<data source="armour">
<label>Armour</label>
</data>
<data source="rate_of_fire">
<label>Rate of fire</label>
</data>
<data source="speed">
<label>Speed</label>
</data>
<data source="line_of_sight">
<label>Line of sight</label>
</data>
<data source="range">
<label>Range</label>
</data>
<data source="minimum_range">
<label>Minimum range</label>
</data>
<data source="projectile_speed">
<label>Projectile Speed</label>
</data>
<data source="blast_radius">
<label>Blast radius</label>
</data>
<data source="size">
<label>size</label>
</data>
<data source="attack_delay">
<label>Attack delay</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:
<pre>
{{Object infobox
| title1=Example
| image1=Example
| caption1=Example
| introduced_in:=Example
| age:=Example
| created_by:=Example
| creation_time=Example
| food=Example
| wood=Example
| gold=Example
| stone=Example
| health_points=Example
| accuracy=Example
| attack=Example
| armour=Example
| rate_of_fire=Example
| speed=Example
| line_of_sight=Example
| range=Example
| minimum_range=Example
| projectile_speed=Example
| blast_radius=Example
| size=Example
| attack_delay=Example
}}
</pre>
<templatedata>
{"params":{"title1":{"suggested":true},"image1":{"suggested":true},"caption1":{"suggested":true},"introduced_in:":{"suggested":true},"age:":{"suggested":true},"created_by:":{"suggested":true},"creation_time":{"suggested":true},"food":{"suggested":true},"wood":{"suggested":true},"gold":{"suggested":true},"stone":{"suggested":true},"health_points":{"suggested":true},"accuracy":{"suggested":true},"attack":{"suggested":true},"armour":{"suggested":true},"rate_of_fire":{"suggested":true},"speed":{"suggested":true},"line_of_sight":{"suggested":true},"range":{"suggested":true},"minimum_range":{"suggested":true},"projectile_speed":{"suggested":true},"blast_radius":{"suggested":true},"size":{"suggested":true},"attack_delay":{"suggested":true}},"sets":[],"maps":{}}
</templatedata>
</noinclude>
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Template:Other free
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{{LicenseBox|text=''This file is licensed under a free license.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Freely licensed files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:Other free/doc
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text/x-wiki
;Description
:This template is used to mark images with a free license not covered by other image templates.
;Syntax
:Type <code>{{t|Other free}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:PD
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wikitext
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{{LicenseBox|text=''This file is in the public domain''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Public domain files]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:PD/doc
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text/x-wiki
;Description
:This template is used to mark images as being in the public domain.
;Syntax
:Type <code>{{t|PD}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Permission
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{{LicenseBox|text=''This file is copyrighted. The copyright holder has given permission for its use.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Files used with permission]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:Permission/doc
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;Description
:This template is used to mark images as being copyrighted, but the copyright holder has given permission for its use.
;Syntax
:Type <code>{{t|permission}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Persians icon
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Created page with "[[File:Persians icon.png|link=Persians|Persians|24px]]"
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text/x-wiki
[[File:Persians icon.png|link=Persians|Persians|24px]]
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Template:Pikeman icon
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Created page with "[[File:Pikeman icon.png|link=Pikeman|Pikeman|24px]]"
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[[File:Pikeman icon.png|link=Pikeman|Pikeman|24px]]
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Template:Portugese icon
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#REDIRECT [[Template:Portuguese icon]]
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Template:Portuguese icon
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Created page with "[[File:Portugese icon.png|link=Portugese|Portugese|24px]]"
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[[File:Portugese icon.png|link=Portugese|Portugese|24px]]
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[[File:Portugese icon.png|link=Portugese|Portugese|24px]]
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[[File:Portuguese icon.png|link=Portuguese|Portuguese|24px]]
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Template:Publisher
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Created page with "<includeonly>{{#if:{{{1|}}} | [{{{1}}} Game publisher] | Game publisher}}</includeonly><noinclude>{{documentation}}</noinclude>"
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<includeonly>{{#if:{{{1|}}} | [{{{1}}} Game publisher] | Game publisher}}</includeonly><noinclude>{{documentation}}</noinclude>
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Template:Publisher/doc
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Created page with ";Description Edit this template to replace the name of the game publisher in the [[Template:Games|Games copyright template]]. If you wish to also link to the publisher's sit..."
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;Description
Edit this template to replace the name of the game publisher in the [[Template:Games|Games copyright template]]. If you wish to also link to the publisher's site, you can specify the site url as follows:
;Syntax
:{{T|Publisher|https://game.site.com}}
;Result
:{{Publisher|https://game.site.com}}
:Alternatively, you can simply remove the logic and hardcode the url in the template, rather than using the unnamed variable: <code><nowiki>{{{1}}}</nowiki></code>. This will link to the publisher's site in all instances, rather than optionally.<includeonly>[[Category:Templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Quest/doc
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text/x-wiki
== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Quest
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| start =
| end =
| prerequisites =
| level =
| location =
| rewards =
| previous =
| next =
}}
</pre>
== Sample output ==
{{Quest
| title = Example infobox
| image = Example.jpg
| start = Chrys
| end = Geran
| prerequisites = None
| level = 5
| location = Earth
| rewards = Justice-Wrought Petals
| previous = A
| next = C
}}
<pre>{{Quest
| title = Example infobox
| image = Example.jpg
| start = Chrys
| end = Geran
| prerequisites = None
| level = 5
| location = Earth
| rewards = Justice-Wrought Petals
| previous = A
| next = C
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Quote
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{{#invoke:Quote|quote}}<noinclude>{{Documentation}}<!--
For a more traditional wikitext version of this template, see
https://starter.fandom.com/wiki/Template:Quote?oldid=4277
--></noinclude>
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Template:Quote/doc
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text/x-wiki
==Description==
To use this template, enter the following and fill in the appropriate fields. Most fields left blank will not show up.
==Syntax==
<pre>
{{Quote
| quote =
| speaker =
| source =
}}
</pre>
As an alternative, these can be placed in positional order.
==Samples==
{{Quote
| quote = When you play the game of thrones, you win or you die.
| speaker = [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| source = [[w:c:gameofthrones:You Win or You Die|"You Win or You Die"]]
}}
<pre>
{{Quote
| quote = When you play the game of thrones, you win or you die.
| speaker = [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| source = [[w:c:gameofthrones:You Win or You Die|"You Win or You Die"]]
}}
</pre>
or
<pre>
{{Quote
| When you play the game of thrones, you win or you die.
| [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| [[w:c:gameofthrones:You Win or You Die|"You Win or You Die"]]
}}
</pre>
== Technical details ==
This template uses the [[w:Help:Lua|Lua templating language]], and more information can be found [[w:c:dev:Global_Lua_Modules/Quote|on the Global Lua Module page]]. '''For a traditional wikitext version of this template, see [[w:c:templates:Template:Quote|Quote on Templates Wiki]]'''.
<includeonly>[[Category:Quote templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
h3dzl96q5gu7dok39y0exrs3ci7anle
Template:Saracens icon
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Striker the Third
34531925
Created page with "[[File:Saracens icon.png|link=Saracens|Saracens|24px]]"
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text/x-wiki
[[File:Saracens icon.png|link=Saracens|Saracens|24px]]
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Template:Season/doc
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Created page with "== Description == To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobo..."
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Season
| title =
| image =
| caption =
| season =
| episodes =
| premiere =
| previous =
| next =
}}
</pre>
== Sample output ==
{{Season
| title = This is a test
| image = Wiki.png
| caption = This is a test
| season = This is a test
| episodes = This is a test
| premiere = This is a test
| previous = This is a test
| next = This is a test
}}
<pre>
{{Season
| title = This is a test
| image = Wiki.png
| caption = This is a test
| season = This is a test
| episodes = This is a test
| premiere = This is a test
| previous = This is a test
| next = This is a test
}}
</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:See also
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1 revision imported
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<includeonly>{{#invoke:Hatnote|seeAlso}}</includeonly>
<noinclude>{{Documentation|:Template:Hatnote/doc}}<!--
For a more traditional wikitext version of this template, see
https://templates.fandom.com/wiki/Template:Hatnote
--></noinclude>
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Template:Self
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{{LicenseBox|text=''This file was uploaded by the photographer or author.''}}{{#ifeq: {{NAMESPACENUMBER}} | 0 | <includeonly>[[Category:Files uploaded by the photographer or author]]</includeonly>}}<noinclude>
{{documentation}}</noinclude>
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Template:Self/doc
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;Description
:This template is used to mark images as having been uploaded by the photographer or author.
;Syntax
:Type <code>{{t|self}}</code> on the image information page.
<includeonly>[[Category:Image license templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Series/doc
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Created page with "== Description == To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobo..."
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== Description ==
To use this template, add the {{T|{{BASEPAGENAME}}}} template and fill in the appropriate fields. Fields left blank will not appear in articles. This infobox template uses [[w:Help:Infobox|Fandom's infobox syntax]].
== Syntax ==
<pre>
{{Series
| title =
| image =
| caption =
| release =
| seasons =
| episodes =
| runtime =
| genre =
| network =
| distrib =
| creator =
| writer =
| director =
| composer =
| based on =
| exec prod =
| producer =
| prod co =
| country =
| language =
}}</pre>
== Sample output ==
{{Series
| title = ''Default page title''
| image = Wiki.png
| caption = Test
| release = Test
| seasons = Test
| episodes = Test
| runtime = Test
| genre = Test
| network = Test
| distrib = Test
| creator = Test
| writer = Test
| director = Test
| composer = Test
| based on = Test
| exec prod = Test
| producer = Test
| prod co = Test
| country = Test
| language = Test
}}
<pre>{{Series
| title = ''Default page title''
| image = Wiki.png
| caption = Test
| release = Test
| seasons = Test
| episodes = Test
| runtime = Test
| genre = Test
| network = Test
| distrib = Test
| creator = Test
| writer = Test
| director = Test
| composer = Test
| based on = Test
| exec prod = Test
| producer = Test
| prod co = Test
| country = Test
| language = Test
}}</pre><includeonly>[[Category:Infobox templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Skirmisher icon
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Created page with "[[File:Skirmisher icon.png|link=Skirmisher|Skirmisher|24px]]"
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text/x-wiki
[[File:Skirmisher icon.png|link=Skirmisher|Skirmisher|24px]]
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Template:Slavs icon
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34531925
Created page with "[[File:Slavs icon.png|link=Slavs|Slavs|24px]]"
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[[File:Slavs icon.png|link=Slavs|Slavs|24px]]
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Template:Space
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text/x-wiki
<includeonly> </includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Space/doc
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;Description
This template allows you to force a space in areas that strip whitespace.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Spanish icon
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Striker the Third
34531925
Created page with "[[File:Spanish icon.png|link=Spanish|Spanish|24px]]"
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[[File:Spanish icon.png|link=Spanish|Spanish|24px]]
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Template:Spearman icon
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Striker the Third
34531925
Created page with "[[File:Spearman icon.png|link=Spearman|Spearman|24px]]"
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wikitext
text/x-wiki
[[File:Spearman icon.png|link=Spearman|Spearman|24px]]
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Template:StructuredQuote
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Imported default template
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<blockquote class="pull-quote">
<div style="pull-quote_text>{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
{{#if:{{PROTECTIONEXPIRY:edit | Template:StructuredQuote/doc }} | {{Documentation}} | }}
</noinclude>
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32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
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<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
oo5b57fo2xd1mceyzo6sr5v16rl78qn
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FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
1111
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
t808cx5iy65gb6scx67s6giyg81ape0
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FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
1112
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<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
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Template:Stub
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Created page with "{{MessageBox |header = Stub |type = stub |text = ''This article is a [[:Category:Stubs|stub]]. You can help {{SITENAME}} by [{{fullurl:{{FULLPAGENAME}}|action=edit}}..."
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{{MessageBox
|header = Stub
|type = stub
|text = ''This article is a [[:Category:Stubs|stub]]. You can help {{SITENAME}} by [{{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it].''
|comment =
|class = notice hidden plainlinks
|id = stub
}}<includeonly>[[Category:Stubs]]</includeonly><noinclude>
{{Documentation}}</noinclude>
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Template:Stub/doc
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Created page with " ;Description :This template is used to identify a stub. Any pages using this template will be automatically placed in the [[:Category:Stubs|Stubs]] category. <includeonl..."
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;Description
:This template is used to identify a stub. Any pages using this template will be automatically placed in the [[:Category:Stubs|Stubs]] category.
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:T
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<onlyinclude><nowiki>{{</nowiki>{{#if:{{{prefix|}}}|{{{prefix}}}:}}[[Template:{{{1}}}|{{{1}}}]]<!--
-->{{#if:{{{2|}}}||<span style="color:#555;">''<{{{2}}}>''</span>}}<!--
-->{{#if:{{{3|}}}||<span style="color:#555;">''<{{{3}}}>''</span>}}<!--
-->{{#if:{{{4|}}}||<span style="color:#555;">''<{{{4}}}>''</span>}}<!--
-->{{#if:{{{5|}}}||<span style="color:#555;">''<{{{5}}}>''</span>}}<!--
-->{{#if:{{{6|}}}||<span style="color:#555;">''<{{{6}}}>''</span>}}<!--
-->{{#if:{{{7|}}}||<span style="color:#555;">''<{{{7}}}>''</span>}}<!--
-->{{#if:{{{8|}}}||<span style="color:#555;">''<{{{8}}}>''</span>}}<!--
-->{{#if:{{{9|}}}||<span style="color:#555;">''<{{{9}}}>''</span>}}<!--
-->{{#if:{{{10|}}}||<span style="color:#555;">''<{{{10}}}>''</span>}}<!--
-->{{#if:{{{11|}}}||<span style="color:#555;">''<{{{11}}}>''</span>}}<!--
-->{{#if:{{{12|}}}||<span style="color:#555;">''<{{{12}}}>''</span>}}<!--
-->{{#if:{{{13|}}}||<span style="color:#555;">''<{{{13}}}>''</span>}}<!--
-->{{#if:{{{14|}}}||<span style="color:#555;">''<{{{14}}}>''</span>}}<!--
-->{{#if:{{{15|}}}||<span style="color:#555;">''<{{{15}}}>''</span>}}<!--
-->{{#if:{{{16|}}}||<span style="color:#555;">''<{{{16}}}>''</span>}}<!--
-->{{#if:{{{17|}}}||<span style="color:#555;">''<{{{17}}}>''</span>}}<!--
-->{{#if:{{{18|}}}||<span style="color:#555;">''<{{{18}}}>''</span>}}<!--
-->{{#if:{{{19|}}}||<span style="color:#555;">''<{{{19}}}>''</span>}}<!--
-->{{#if:{{{20|}}}||<span style="color:#555;">''<{{{20}}}>''</span>}}<!--
-->{{#if:{{{21|}}}||<span style="color:#555;">''<{{{21}}}>''</span>}}<!--
--><nowiki>}}</nowiki></onlyinclude><noinclude>{{documentation}}</noinclude>
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Template:T/doc
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;Description
A template link with a variable number of parameters (0-20).
;Syntax
:{{t|t|parameter1|parameter2|parameter3|parameter4|...|parameter20}} <!-- self-referential examples! -->
;Source
:Improved version not needing t/piece subtemplate developed on [http://templates.fandom.com Templates wiki] see the [http://templates.fandom.com/index.php?title=Template:T&action=history list of authors]. Copied here via CC-By-SA 3.0 license.
;Example
:{{t|t|param1|param2}}
<includeonly>[[Category:General wiki templates]]</includeonly>
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:Tatars icon
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Striker the Third
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Created page with "[[File:Tatars icon.png|link=Tatars|Tatars|24px]]"
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[[File:Tatars icon.png|link=Tatars|Tatars|24px]]
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Template:Teutons icon
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Created page with "[[File:Teutons icon.png|link=Teutons|Teutons|24px]]"
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[[File:Teutons icon.png|link=Teutons|Teutons|24px]]
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Template:Tocright
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<includeonly><div style="float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;">__TOC__</div></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Tocright/doc
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;Description
{{t|tocright}} forces the auto-generated Table of Contents for an article to appear floated to the right side of the page, in order to improve article layout.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Topic
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Created page with "<includeonly>{{#sub:{{#replace:{{SITENAME}}| Wiki}}|-{{#len:{{#replace:{{SITENAME}}| Wiki}}}}-1}}</includeonly><noinclude>{{documentation}}</noinclude>"
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<includeonly>{{#sub:{{#replace:{{SITENAME}}| Wiki}}|-{{#len:{{#replace:{{SITENAME}}| Wiki}}}}-1}}</includeonly><noinclude>{{documentation}}</noinclude>
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Template:Topic/doc
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text/x-wiki
== Description ==
This template uses your wiki's <code>SITENAME</code> and strips off the word "wiki" leaving what is in most cases the text describing the topic of your wiki. To use this template in its basic form, simply add the {{T|{{BASEPAGENAME}}}} template wherever you want your topic to appear in a sentence or section.
If your wiki's <code>SITENAME</code> minus the word "wiki" is not a good descriptor for your wiki's topic, you may also simply edit the template and replace it with just the text you want displayed.
== Syntax ==
<pre>{{Topic}}</pre>
== Sample output ==
{{Topic}}
<includeonly>[[Category:Templates]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Trim
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<includeonly>{{#if:{{{1|}}}|{{{1}}}|}}</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Trim/doc
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;Description
This template trims whitespace from the beginning and end of the supplied value. It works by using the simple hack of filtering it through the <code>#if</code> parser function.
;Syntax
<nowiki>{{trim| value }}</nowiki>
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Turks icon
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Striker the Third
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Created page with "[[File:Turks icon.png|link=Turks|Turks|24px]]"
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[[File:Turks icon.png|link=Turks|Turks|24px]]
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Template:Two-Handed Swordsman icon
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Striker the Third
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Created page with "[[File:Two handed swordsman icon.png|link=Two-Handed Swordsman|Two-Handed Swordsman|24px]]"
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[[File:Two handed swordsman icon.png|link=Two-Handed Swordsman|Two-Handed Swordsman|24px]]
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Template:Uploadlink
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<includeonly><span class="plainlinks">[{{fullurl:Special:Upload|wpDestFile={{urlencode:{{{1|}}}}}{{#ifeq:{{lc:{{{reupload|}}}}}|yes|&wpForReUpload=1|}}}} {{#if:{{{2|}}}|{{{2}}}|File:{{{1}}} }}]</span></includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Uploadlink/doc
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;Description
This template creates a direct link to upload a given file.
;Syntax
<nowiki>{{uploadlink|file}}</nowiki>
<nowiki>{{uploadlink|file|link text}}</nowiki>
<nowiki>{{uploadlink|file|reupload=yes}}</nowiki>
<nowiki>{{uploadlink|file|link text|reupload=yes}}</nowiki>
Setting <code>reupload</code> to <code>yes</code> indicates there is a file there and this link should be for uploading a new version. You should verify the file exists before using this form.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Vietnamese icon
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Striker the Third
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[[File:Vietnamese icon.png|link=Vietnamese|Vietnamese|24px]]
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Template:Vikings icon
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Striker the Third
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[[File:Vikings icon.png|link=Vikings|Vikings|24px]]
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Category:Blog posts
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This is an automatically generated list of blog posts
[[Category:Community]]
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Category:Candidates for deletion
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__EXPECTUNUSEDCATEGORY__
This category contains articles that have been marked as candidates for deletion with the {{T|Delete}} template.
'''Administrators, before deleting these pages''' make sure you check each page's discussion page, what links to each page, and the history of each page before proceeding with the deletion.
[[Category:Maintenance]]
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Category:Community
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Category:Disambiguations
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[[Category:{{SITENAME}}]]
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Category:Documentation templates
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[[Category:Templates]]
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Category:General wiki templates
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[[Category:Templates]]
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Category:Hatnote templates with errors
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[[Category:Maintenance]]
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Category:Image license templates
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[[Category:Templates]]
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Category:Images
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Category:Infobox templates
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[[Category:Templates]]
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Category:Maintenance
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The subcategories of this category contain pages that have been identified as needing attention for one or more of the following reasons:
* Changes have been suggested that should be discussed first or are under discussion.
* The page has flaws that need addressing by an editor with the knowledge or skills to help.
* The action the page needs requires special rights.
''See also:''
{{cols|2|
* [[Special:BrokenRedirects|Broken redirects]]
* [[Special:DoubleRedirects|Double redirects]]
* [[Special:UncategorizedCategories|Uncategorized categories]]
* [[Special:UncategorizedFiles|Uncategorized files]]
* [[Special:UncategorizedPages|Uncategorized pages]]
* [[Special:UncategorizedTemplates|Uncategorized templates]]
* [[Special:WantedCategories|Wanted categories]]
* [[Special:WantedFiles|Wanted files]]
* [[Special:WantedPages|Wanted pages]]
* [[Special:WantedTemplates|Wanted templates]]
* [[Special:TrackingCategories|Other special tracking categories]]
}}
[[Category:{{SITENAME}}]]
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Category:Media
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[[Category:{{SITENAME}}]]
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Category:Navbox templates
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[[Category:Templates]]
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Category:Notice templates
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[[Category:Templates]]
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Category:Object
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Object are Entities in Aoe2 and range from Building to units.
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Category:Pages with broken file links
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Category:Quote templates
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[[Category:Templates]]
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Category:Screenshots
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[[Category:Images]]
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Category:Stubs
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__EXPECTUNUSEDCATEGORY__
This category contains articles that are incomplete and are tagged with the {{T|Stub}} template.
[[Category:Maintenance]]
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Category:Template documentation
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The templates in this category contain documentation about other templates. The are automatically put here by the {{T|Documentation}} template.
[[Category:Templates]]
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Category:Templates
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Category:Unattributed files
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__EXPECTUNUSEDCATEGORY__
The files in this category do not have an appropriate license selected and are tagged with the {{t|nolicense}} template.
Administrators should review files in this category and either:
* Update the file page with an appropriate if one can be easily determined.
* Delete the image, though it is good idea to give the uploader a chance to select a license first.
[[Category:Images]]
[[Category:Maintenance]]
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Category:Unit
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Striker the Third
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For a page on units see: [[units]]
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Category:Videos
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Category:Wiki skin images
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[[Category:Images]]
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Module:Dialogue
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Dialogue module from the [[w:c:dev:Global Lua Modules]].
local Dialogue = require('Dev:Dialogue')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Dialogue]]
-- The last line produces the output for the template
return Dialogue
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Module:Dialogue/doc
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getting rid of red links
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wikitext
text/x-wiki
This module is invoked by the {{t|Dialogue}} template.
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Module:Hatnote
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Hatnote module from the [[w:c:dev:Global Lua Modules]].
local H = require('Dev:Hatnote')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Hatnote]]
-- The last line produces the output for the template
return H
owdyvs3cj9roi0zs62mvc6i1dlm6wcp
Module:Hatnote/doc
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getting rid of red links
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wikitext
text/x-wiki
This module is invoked by the {{t|Hatnote}} template, which is used by a number of [[:Category:Notice templates|Notice templates]].
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Module:Mbox
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Mbox module from the [[w:c:dev:Global Lua Modules]].
local Mbox = require('Dev:Mbox')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Mbox]]
-- The imported Module is overwritten locally to include default styling.
-- For a more flexible Mbox experience, delete the function below and import
-- https://dev.fandom.com/wiki/MediaWiki:Global_Lua_Modules/Mbox.css
-- or paste (and modify as you like) its contents in your wiki's
-- [[MediaWiki:Wikia.css]] (see [[w:Help:Including_additional_CSS_and_JS]])
-- or look at https://dev.fandom.com/wiki/Global_Lua_Modules/Mbox
-- for more customization inspiration
--
-- BEGIN DELETION HERE
--
local getArgs = require('Dev:Arguments').getArgs
local localCSS = mw.loadData('Module:Mbox/data').localStyle
function Mbox.main(frame)
local args = getArgs(frame)
-- styles
local styles = {}
if args.bordercolor then
styles['border-left-color'] = args.bordercolor
elseif args.type then
styles['border-left-color'] = 'var(--type-' .. args.type .. ')'
end
if args.bgcolor then
styles['background-color'] = args.bgcolor
end
-- images
local image = args.image or ''
local imagewidth = args.imagewidth or '80px'
local imagelink = ''
if args.imagelink then
imagelink = '|link=' .. args.imagelink
end
local imagewikitext = ('%sFile:%s|%s%s' .. ']]'):format('[[', image, imagewidth, imagelink)
-- id for closure
local id = args.id or 'mbox'
local container = mw.html.create('div')
:addClass('mbox')
:addClass(args.class)
:css(styles)
:css(localCSS['mbox'])
:cssText(args.style)
local content = container:tag('div')
:addClass('mbox__content')
:css(localCSS['mbox__content'])
if args.image then
local image = content:tag('div')
:addClass('mbox__content__image')
:addClass('mw-collapsible')
:attr('id', 'mw-customcollapsible-' .. id)
:css(localCSS['mbox__content__image'])
:wikitext(imagewikitext)
if args.collapsed then
image:addClass('mw-collapsed')
end
end
local contentwrapper = content:tag('div')
:addClass('mbox__content__wrapper')
:css(localCSS['mbox__content__wrapper'])
if args.header then
contentwrapper:tag('div')
:addClass('mbox__content__header')
:css(localCSS['mbox__content__header'])
:wikitext(args.header)
end
if args.text then
local text = contentwrapper:tag('div')
:addClass('mbox__content__text')
:addClass('mw-collapsible')
:attr('id', 'mw-customcollapsible-' .. id)
:css(localCSS['mbox__content__text'])
:wikitext(args.text)
if args.collapsed then
text:addClass('mw-collapsed')
end
if args.comment then
text:tag('div')
:addClass('mbox__content__text__comment')
:css(localCSS['mbox__content__text__comment'])
:wikitext(args.comment)
end
end
contentwrapper:tag('span')
:addClass('mbox__close')
:addClass('mw-customtoggle-' .. id)
:css(localCSS['mbox__close'])
:attr('title', 'Dismiss')
if args.aside then
local aside = content:tag('div')
:addClass('mbox__content__aside')
:addClass('mw-collapsible')
:attr('id', 'mw-customcollapsible-' .. id)
:css(localCSS['mbox__content__aside'])
:wikitext(args.aside)
if args.collapsed then
aside:addClass('mw-collapsed')
end
end
return container
end
--
-- END DELETION HERE
--
-- The last line produces the output for the template
return Mbox
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Module:Mbox/data
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local localStyle = {
['mbox'] = {
['display'] = 'flex',
['position'] = 'relative',
['background-color'] = 'rgba(255, 255, 255, 0.7)',
['border'] = '1px solid #d6d6d6',
['border-left-width'] = '8px',
['border-left-color'] = '#d6d6d6',
['border-radius'] = '3px',
['margin-bottom'] = '5px',
['min-height'] = '32px'
},
['mbox__content'] = {
['display'] = 'table',
['box-sizing'] = 'border-box',
['width'] = '100%',
['padding'] = '8px 15px'
},
['mbox__content__image'] = {
['display'] = 'table-cell',
['width'] = '40px',
['height'] = '100%',
['text-align'] = 'center',
['vertical-align'] = 'middle',
['padding-right'] = '15px'
},
['mbox__content__wrapper'] = {
['display'] = 'table-cell',
['vertical-align'] = 'middle'
},
['mbox__content__header'] = {
['display'] = 'block',
['font-weight'] = 'bold'
},
['mbox__content__text'] = {
['display'] = 'block'
},
['mbox__content__text__comment'] = {
['font-size'] = 'small'
},
['mbox__content__aside'] = {
['display'] = 'table-cell',
['width'] = '100px',
['vertical-align'] = 'middle',
['text-align'] = 'center',
['padding-left'] = '15px',
['border-left'] = '1px solid #d6d6d6'
},
['mbox__close'] = {
['position'] = 'absolute',
['right'] = '0',
['top'] = '0',
['padding'] = '2px 7px',
['font-weight'] = 'bold',
['font-size'] = '16px',
['color'] = '#bbb',
['cursor'] = 'pointer',
['transition'] = 'all .15s ease-in'
}
}
return { localStyle = localStyle }
dh86lfn9v3r8o32ds60s6s6va66p7xr
Module:Mbox/data/doc
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FANDOM
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to get rid of a red link for documentation
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wikitext
text/x-wiki
This is a sub-module of [[Module:Mbox]] and is used to specify the CSS properties for message boxes.
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Module:Mbox/doc
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2020-12-07T04:33:52Z
FANDOM
32769624
getting rid of a red link for the documentation
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wikitext
text/x-wiki
This module is used by most of the basic [[:Category:Notice templates|Notice templates]] and is invoked by {{t|MessageBox}}.
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Module:Namespace detect
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Namespace_detect module from the [[w:c:dev:Global Lua Modules]].
local NS = require('Dev:Namespace_detect')
-- Local configuration can be modified in
-- [[Module:Namespace detect/data]] and
-- [[Module:Namespace detect/config]]
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Namespace detect]]
-- The last line produces the output for the template
return NS
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Module:Namespace detect/config
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Scribunto
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports from the [[w:c:dev:Global Lua Modules]].
local nsConfiguration = require('Dev:Namespace_detect/config')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Namespace_detect]]
-- The imported Module is overwritten locally to include default configuration.
-- For a more flexible experience, delete the page import
-- and paste (and modify as you like) its contents into this page
-- https://dev.fandom.com/wiki/Module:Namespace_detect/config
-- The last line produces the output for the template
return nsConfiguration
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Module:Namespace detect/config/doc
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Created page with "This module stores configuration data for Module:Namespace detect. Here you can localise the module to your wiki's language. To activate a configuration item, you need to u..."
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wikitext
text/x-wiki
This module stores configuration data for Module:Namespace detect. Here you can localise the module to your wiki's language.
To activate a configuration item, you need to uncomment it. This means that you need to remove the text "-- " at the start of the line.
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Module:Namespace detect/data
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fixing broken help link
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports from the [[w:c:dev:Global Lua Modules]].
local nsData = require('Dev:Namespace_detect/data')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Namespace_detect]]
-- The imported Module is overwritten locally to include default configuration.
-- For a more flexible experience, delete the page import
-- and paste (and modify as you like) its contents into this page
-- https://dev.fandom.com/wiki/Module:Namespace_detect/data
-- The last line produces the output for the template
return nsData
7ik38lqy6uh9fwkkne9cxn9o7d7m1sv
Module:Namespace detect/data/doc
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FANDOM
32769624
Created page with "This module holds data for [[Module:Namespace detect]] to be loaded per page, rather than per #invoke, for performance reasons."
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wikitext
text/x-wiki
This module holds data for [[Module:Namespace detect]] to be loaded per page, rather than per #invoke, for performance reasons.
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Module:Namespace detect/doc
828
145
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2020-12-07T04:33:52Z
FANDOM
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getting rid of red links
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wikitext
text/x-wiki
This module is invoked by the {{t|Namespace}} template.
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Module:Navbox
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2020-12-07T04:33:52Z
FANDOM
32769624
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Navbox module from the [[w:c:dev:Global Lua Modules]].
local N = require('Dev:Navbox')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Navbox]]
-- The last line produces the output for the template
return N
eiz127jgrsxnzryvcbyig40mttporiz
Module:Navbox/doc
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144
2020-12-07T04:33:52Z
FANDOM
32769624
getting rid of red links
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wikitext
text/x-wiki
This module is invoked by the {{t|Navbox}} template. Navbox templates are not displayed for mobile users.
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Module:Quote
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-- This Module is used for making templates based in the Lua language.
-- See more details about Lua in [[w:Help:Lua]].
-- The Fandom Developer's Wiki hosts Global Lua Modules that can be imported and locally overridden.
-- The next line imports the Quote module from the [[w:c:dev:Global Lua Modules]].
local Quote = require('Dev:Quote')
-- See more details about this module at [[w:c:dev:Global_Lua_Modules/Quote]]
-- The last line produces the output for the template
return Quote
c9yao8bgr81k5du7sexrz7eye5k8wsr
Module:Quote/doc
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2020-12-07T04:33:52Z
FANDOM
32769624
to get rid of the red link for the documentation
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wikitext
text/x-wiki
This module is used by most of the basic [[:Category:Quote templates|Quote templates]] and is invoked by {{t|Quote}}.
bygz1r6jdgkblaksf93oqt9ka8276av
Blog:Recent posts
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FANDOM
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Created article for recent blog posts
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wikitext
text/x-wiki
<bloglist summary="true" count=50><title>⧼create-blog-post-recent-listing-title ⧽</title><type>plain</type><order>date</order></bloglist>
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